103 lines
2.4 KiB
C#
103 lines
2.4 KiB
C#
using System.Collections.Generic;
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namespace BehaviorDesigner.Runtime.Tasks
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{
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[TaskIcon("{SkinColor}StartBehaviorTreeIcon.png")]
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[TaskDescription("Start a new behavior tree and return success after it has been started.")]
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[HelpURLAttribute("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=20")]
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public class StartBehaviorTree : Action
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{
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[Tooltip("The GameObject of the behavior tree that should be started. If null use the current behavior")]
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public SharedGameObject behaviorGameObject;
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[Tooltip("The group of the behavior tree that should be started")]
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public SharedInt group;
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[Tooltip("Should this task wait for the behavior tree to complete?")]
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public SharedBool waitForCompletion = false;
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[Tooltip("Should the variables be synchronized?")]
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public SharedBool synchronizeVariables;
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private bool behaviorComplete;
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private Behavior behavior;
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public override void OnStart()
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{
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Behavior[] components = GetDefaultGameObject(behaviorGameObject.Value).GetComponents<Behavior>();
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if (components.Length == 1)
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{
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behavior = components[0];
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}
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else if (components.Length > 1)
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{
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for (int i = 0; i < components.Length; i++)
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{
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if (components[i].Group == group.Value)
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{
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behavior = components[i];
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break;
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}
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}
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if (behavior == null)
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{
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behavior = components[0];
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}
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}
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if (!(behavior != null))
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{
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return;
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}
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List<SharedVariable> allVariables = base.Owner.GetAllVariables();
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if (allVariables != null && synchronizeVariables.Value)
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{
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for (int j = 0; j < allVariables.Count; j++)
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{
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behavior.SetVariable(allVariables[j].Name, allVariables[j]);
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}
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}
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behavior.EnableBehavior();
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if (waitForCompletion.Value)
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{
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behaviorComplete = false;
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behavior.OnBehaviorEnd += BehaviorEnded;
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}
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}
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public override TaskStatus OnUpdate()
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{
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if (behavior == null)
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{
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return TaskStatus.Failure;
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}
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if (waitForCompletion.Value && !behaviorComplete)
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{
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return TaskStatus.Running;
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}
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return TaskStatus.Success;
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}
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private void BehaviorEnded()
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{
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behaviorComplete = true;
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}
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public override void OnEnd()
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{
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if (behavior != null && waitForCompletion.Value)
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{
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behavior.OnBehaviorEnd -= BehaviorEnded;
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}
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}
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public override void OnReset()
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{
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behaviorGameObject = null;
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group = 0;
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waitForCompletion = false;
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synchronizeVariables = false;
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}
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}
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}
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