65 lines
1.5 KiB
C#
65 lines
1.5 KiB
C#
namespace BehaviorDesigner.Runtime.Tasks
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{
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[TaskDescription("Pause or disable a behavior tree and return success after it has been stopped.")]
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[HelpURLAttribute("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=21")]
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[TaskIcon("{SkinColor}StopBehaviorTreeIcon.png")]
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public class StopBehaviorTree : Action
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{
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[Tooltip("The GameObject of the behavior tree that should be stopped. 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 stopped")]
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public SharedInt group;
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[Tooltip("Should the behavior be paused or completely disabled")]
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public SharedBool pauseBehavior = false;
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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
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{
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if (components.Length <= 1)
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{
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return;
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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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}
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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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behavior.DisableBehavior(pauseBehavior.Value);
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return TaskStatus.Success;
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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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pauseBehavior = false;
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}
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}
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}
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