Files
UltimateFishing/Assets/Scripts/Assembly-CSharp/BehaviorDesigner/Runtime/Tasks/StartBehaviorTree.cs
2026-02-21 16:45:37 +08:00

103 lines
2.4 KiB
C#

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