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authorchai <chaifix@163.com>2022-03-10 14:07:40 +0800
committerchai <chaifix@163.com>2022-03-10 14:07:40 +0800
commit22891bf59032ba88262824255a706d652031384b (patch)
tree7595439ba9966c9402d37e37cee5e8cf098757d5 /Assets/ThirdParty/Behavior Designer/Runtime/Actions
parent8b04ea73e540067f83870b61d89db4868fea5e8a (diff)
* move folder
Diffstat (limited to 'Assets/ThirdParty/Behavior Designer/Runtime/Actions')
-rw-r--r--Assets/ThirdParty/Behavior Designer/Runtime/Actions/BehaviorTreeReference.cs17
-rw-r--r--Assets/ThirdParty/Behavior Designer/Runtime/Actions/BehaviorTreeReference.cs.meta8
-rw-r--r--Assets/ThirdParty/Behavior Designer/Runtime/Actions/Idle.cs15
-rw-r--r--Assets/ThirdParty/Behavior Designer/Runtime/Actions/Idle.cs.meta8
-rw-r--r--Assets/ThirdParty/Behavior Designer/Runtime/Actions/Log.cs33
-rw-r--r--Assets/ThirdParty/Behavior Designer/Runtime/Actions/Log.cs.meta7
-rw-r--r--Assets/ThirdParty/Behavior Designer/Runtime/Actions/PerformInterruption.cs29
-rw-r--r--Assets/ThirdParty/Behavior Designer/Runtime/Actions/PerformInterruption.cs.meta7
-rw-r--r--Assets/ThirdParty/Behavior Designer/Runtime/Actions/Reflection.meta4
-rw-r--r--Assets/ThirdParty/Behavior Designer/Runtime/Actions/Reflection/GetFieldValue.cs58
-rw-r--r--Assets/ThirdParty/Behavior Designer/Runtime/Actions/Reflection/GetFieldValue.cs.meta8
-rw-r--r--Assets/ThirdParty/Behavior Designer/Runtime/Actions/Reflection/GetPropertyValue.cs58
-rw-r--r--Assets/ThirdParty/Behavior Designer/Runtime/Actions/Reflection/GetPropertyValue.cs.meta8
-rw-r--r--Assets/ThirdParty/Behavior Designer/Runtime/Actions/Reflection/InvokeMethod.cs86
-rw-r--r--Assets/ThirdParty/Behavior Designer/Runtime/Actions/Reflection/InvokeMethod.cs.meta8
-rw-r--r--Assets/ThirdParty/Behavior Designer/Runtime/Actions/Reflection/SetFieldValue.cs57
-rw-r--r--Assets/ThirdParty/Behavior Designer/Runtime/Actions/Reflection/SetFieldValue.cs.meta8
-rw-r--r--Assets/ThirdParty/Behavior Designer/Runtime/Actions/Reflection/SetPropertyValue.cs57
-rw-r--r--Assets/ThirdParty/Behavior Designer/Runtime/Actions/Reflection/SetPropertyValue.cs.meta8
-rw-r--r--Assets/ThirdParty/Behavior Designer/Runtime/Actions/RestartBehaviorTree.cs56
-rw-r--r--Assets/ThirdParty/Behavior Designer/Runtime/Actions/RestartBehaviorTree.cs.meta8
-rw-r--r--Assets/ThirdParty/Behavior Designer/Runtime/Actions/SendEvent.cs73
-rw-r--r--Assets/ThirdParty/Behavior Designer/Runtime/Actions/SendEvent.cs.meta8
-rw-r--r--Assets/ThirdParty/Behavior Designer/Runtime/Actions/StartBehaviorTree.cs92
-rw-r--r--Assets/ThirdParty/Behavior Designer/Runtime/Actions/StartBehaviorTree.cs.meta7
-rw-r--r--Assets/ThirdParty/Behavior Designer/Runtime/Actions/StopBehaviorTree.cs57
-rw-r--r--Assets/ThirdParty/Behavior Designer/Runtime/Actions/StopBehaviorTree.cs.meta7
-rw-r--r--Assets/ThirdParty/Behavior Designer/Runtime/Actions/Wait.cs67
-rw-r--r--Assets/ThirdParty/Behavior Designer/Runtime/Actions/Wait.cs.meta7
29 files changed, 0 insertions, 866 deletions
diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/BehaviorTreeReference.cs b/Assets/ThirdParty/Behavior Designer/Runtime/Actions/BehaviorTreeReference.cs
deleted file mode 100644
index b0611bce..00000000
--- a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/BehaviorTreeReference.cs
+++ /dev/null
@@ -1,17 +0,0 @@
-
-
-namespace BehaviorDesigner.Runtime.Tasks
-{
- // Wrapper class for the Behavior Reference task. The Behavior Tree Reference task allows you to run another behavior tree within the current behavior tree.
- // One use for this task is if you have an unit that plays a series of tasks to attack. You may want the unit to attack at different points within
- // the behavior tree, and you want that attack to always be the same. Instead of copying and pasting the same tasks over and over you can just use
- // an external behavior and then the tasks are always guaranteed to be the same. This example is demonstrated in the RTS sample project located at
- // http://www.opsive.com/assets/BehaviorDesigner/samples.php.
- [TaskDescription("Behavior Tree Reference allows you to run another behavior tree within the current behavior tree.")]
- [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=53")]
- [TaskIcon("BehaviorTreeReferenceIcon.png")]
- public class BehaviorTreeReference : BehaviorReference
- {
- // intentionally left blank - subclass of BehaviorReference
- }
-} \ No newline at end of file
diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/BehaviorTreeReference.cs.meta b/Assets/ThirdParty/Behavior Designer/Runtime/Actions/BehaviorTreeReference.cs.meta
deleted file mode 100644
index f81a791a..00000000
--- a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/BehaviorTreeReference.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: af7b6fcbc7258f34aad1bb82b5b3fdc8
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/Idle.cs b/Assets/ThirdParty/Behavior Designer/Runtime/Actions/Idle.cs
deleted file mode 100644
index 2cd9f2f4..00000000
--- a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/Idle.cs
+++ /dev/null
@@ -1,15 +0,0 @@
-
-
-namespace BehaviorDesigner.Runtime.Tasks
-{
- [TaskDescription("Returns a TaskStatus of running. Will only stop when interrupted or a conditional abort is triggered.")]
- [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=112")]
- [TaskIcon("{SkinColor}IdleIcon.png")]
- public class Idle : Action
- {
- public override TaskStatus OnUpdate()
- {
- return TaskStatus.Running;
- }
- }
-} \ No newline at end of file
diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/Idle.cs.meta b/Assets/ThirdParty/Behavior Designer/Runtime/Actions/Idle.cs.meta
deleted file mode 100644
index 6b5a4977..00000000
--- a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/Idle.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 759252a4ffada80419ef06ce1c625246
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/Log.cs b/Assets/ThirdParty/Behavior Designer/Runtime/Actions/Log.cs
deleted file mode 100644
index a2363d43..00000000
--- a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/Log.cs
+++ /dev/null
@@ -1,33 +0,0 @@
-using UnityEngine;
-
-namespace BehaviorDesigner.Runtime.Tasks
-{
- [TaskDescription("Log is a simple task which will output the specified text and return success. It can be used for debugging.")]
- [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=16")]
- [TaskIcon("{SkinColor}LogIcon.png")]
- public class Log : Action
- {
- [Tooltip("Text to output to the log")]
- public SharedString text;
- [Tooltip("Is this text an error?")]
- public SharedBool logError;
-
- public override TaskStatus OnUpdate()
- {
- // Log the text and return success
- if (logError.Value) {
- Debug.LogError(text);
- } else {
- Debug.Log(text);
- }
- return TaskStatus.Success;
- }
-
- public override void OnReset()
- {
- // Reset the properties back to their original values
- text = "";
- logError = false;
- }
- }
-} \ No newline at end of file
diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/Log.cs.meta b/Assets/ThirdParty/Behavior Designer/Runtime/Actions/Log.cs.meta
deleted file mode 100644
index 2c0c0b18..00000000
--- a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/Log.cs.meta
+++ /dev/null
@@ -1,7 +0,0 @@
-fileFormatVersion: 2
-guid: d53794347878c7c479da37533dce2024
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/PerformInterruption.cs b/Assets/ThirdParty/Behavior Designer/Runtime/Actions/PerformInterruption.cs
deleted file mode 100644
index 05c20a68..00000000
--- a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/PerformInterruption.cs
+++ /dev/null
@@ -1,29 +0,0 @@
-namespace BehaviorDesigner.Runtime.Tasks
-{
- [TaskDescription("Perform the actual interruption. This will immediately stop the specified tasks from running and will return success or failure depending on the value of interrupt success.")]
- [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=17")]
- [TaskIcon("{SkinColor}PerformInterruptionIcon.png")]
- public class PerformInterruption : Action
- {
- [Tooltip("The list of tasks to interrupt. Can be any number of tasks")]
- public Interrupt[] interruptTasks;
- [Tooltip("When we interrupt the task should we return a task status of success?")]
- public SharedBool interruptSuccess;
-
- public override TaskStatus OnUpdate()
- {
- // Loop through all of the tasks and fire an interruption. Once complete return success.
- for (int i = 0; i < interruptTasks.Length; ++i) {
- interruptTasks[i].DoInterrupt(interruptSuccess.Value ? TaskStatus.Success : TaskStatus.Failure);
- }
- return TaskStatus.Success;
- }
-
- public override void OnReset()
- {
- // Reset the properties back to their original values.
- interruptTasks = null;
- interruptSuccess = false;
- }
- }
-} \ No newline at end of file
diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/PerformInterruption.cs.meta b/Assets/ThirdParty/Behavior Designer/Runtime/Actions/PerformInterruption.cs.meta
deleted file mode 100644
index 773c0f51..00000000
--- a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/PerformInterruption.cs.meta
+++ /dev/null
@@ -1,7 +0,0 @@
-fileFormatVersion: 2
-guid: 72d2d6051b23e86468e2f715f044dad8
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/Reflection.meta b/Assets/ThirdParty/Behavior Designer/Runtime/Actions/Reflection.meta
deleted file mode 100644
index b0bb23d7..00000000
--- a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/Reflection.meta
+++ /dev/null
@@ -1,4 +0,0 @@
-fileFormatVersion: 2
-guid: 70f925868ab5ebe4cbc702810c2c5857
-DefaultImporter:
- userData:
diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/Reflection/GetFieldValue.cs b/Assets/ThirdParty/Behavior Designer/Runtime/Actions/Reflection/GetFieldValue.cs
deleted file mode 100644
index a5b31bc4..00000000
--- a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/Reflection/GetFieldValue.cs
+++ /dev/null
@@ -1,58 +0,0 @@
-using UnityEngine;
-using System;
-using System.Reflection;
-
-namespace BehaviorDesigner.Runtime.Tasks
-{
- [TaskDescription("Gets the value from the field specified. Returns success if the field was retrieved.")]
- [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=147")]
- [TaskCategory("Reflection")]
- [TaskIcon("{SkinColor}ReflectionIcon.png")]
- public class GetFieldValue : Action
- {
- [Tooltip("The GameObject to get the field on")]
- public SharedGameObject targetGameObject;
- [Tooltip("The component to get the field on")]
- public SharedString componentName;
- [Tooltip("The name of the field")]
- public SharedString fieldName;
- [Tooltip("The value of the field")]
- [RequiredField]
- public SharedVariable fieldValue;
-
- public override TaskStatus OnUpdate()
- {
- if (fieldValue == null) {
- Debug.LogWarning("Unable to get field - field value is null");
- return TaskStatus.Failure;
- }
-
- var type = TaskUtility.GetTypeWithinAssembly(componentName.Value);
- if (type == null) {
- Debug.LogWarning("Unable to get field - type is null");
- return TaskStatus.Failure;
- }
-
- var component = GetDefaultGameObject(targetGameObject.Value).GetComponent(type);
- if (component == null) {
- Debug.LogWarning("Unable to get the field with component " + componentName.Value);
- return TaskStatus.Failure;
- }
-
- // If you are receiving a compiler error on the Windows Store platform see this topic:
- // http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=46
- var field = component.GetType().GetField(fieldName.Value);
- fieldValue.SetValue(field.GetValue(component));
-
- return TaskStatus.Success;
- }
-
- public override void OnReset()
- {
- targetGameObject = null;
- componentName = null;
- fieldName = null;
- fieldValue = null;
- }
- }
-} \ No newline at end of file
diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/Reflection/GetFieldValue.cs.meta b/Assets/ThirdParty/Behavior Designer/Runtime/Actions/Reflection/GetFieldValue.cs.meta
deleted file mode 100644
index 34bf75c3..00000000
--- a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/Reflection/GetFieldValue.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: bc317dd7feb2085499edb0d0c4604640
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/Reflection/GetPropertyValue.cs b/Assets/ThirdParty/Behavior Designer/Runtime/Actions/Reflection/GetPropertyValue.cs
deleted file mode 100644
index be81eee4..00000000
--- a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/Reflection/GetPropertyValue.cs
+++ /dev/null
@@ -1,58 +0,0 @@
-using UnityEngine;
-using System;
-using System.Reflection;
-
-namespace BehaviorDesigner.Runtime.Tasks
-{
- [TaskDescription("Gets the value from the property specified. Returns success if the property was retrieved.")]
- [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=148")]
- [TaskCategory("Reflection")]
- [TaskIcon("{SkinColor}ReflectionIcon.png")]
- public class GetPropertyValue : Action
- {
- [Tooltip("The GameObject to get the property of")]
- public SharedGameObject targetGameObject;
- [Tooltip("The component to get the property of")]
- public SharedString componentName;
- [Tooltip("The name of the property")]
- public SharedString propertyName;
- [Tooltip("The value of the property")]
- [RequiredField]
- public SharedVariable propertyValue;
-
- public override TaskStatus OnUpdate()
- {
- if (propertyValue == null) {
- Debug.LogWarning("Unable to get property - property value is null");
- return TaskStatus.Failure;
- }
-
- var type = TaskUtility.GetTypeWithinAssembly(componentName.Value);
- if (type == null) {
- Debug.LogWarning("Unable to get property - type is null");
- return TaskStatus.Failure;
- }
-
- var component = GetDefaultGameObject(targetGameObject.Value).GetComponent(type);
- if (component == null) {
- Debug.LogWarning("Unable to get the property with component " + componentName.Value);
- return TaskStatus.Failure;
- }
-
- // If you are receiving a compiler error on the Windows Store platform see this topic:
- // http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=46
- var property = component.GetType().GetProperty(propertyName.Value);
- propertyValue.SetValue(property.GetValue(component, null));
-
- return TaskStatus.Success;
- }
-
- public override void OnReset()
- {
- targetGameObject = null;
- componentName = null;
- propertyName = null;
- propertyValue = null;
- }
- }
-} \ No newline at end of file
diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/Reflection/GetPropertyValue.cs.meta b/Assets/ThirdParty/Behavior Designer/Runtime/Actions/Reflection/GetPropertyValue.cs.meta
deleted file mode 100644
index 587385b3..00000000
--- a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/Reflection/GetPropertyValue.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: dda9c9b7c6ff2ee4f95a2e208cddae64
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/Reflection/InvokeMethod.cs b/Assets/ThirdParty/Behavior Designer/Runtime/Actions/Reflection/InvokeMethod.cs
deleted file mode 100644
index 7c239dbd..00000000
--- a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/Reflection/InvokeMethod.cs
+++ /dev/null
@@ -1,86 +0,0 @@
-using UnityEngine;
-using System;
-using System.Collections.Generic;
-using System.Reflection;
-
-namespace BehaviorDesigner.Runtime.Tasks
-{
- [TaskDescription("Invokes the specified method with the specified parameters. Can optionally store the return value. Returns success if the method was invoked.")]
- [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=145")]
- [TaskCategory("Reflection")]
- [TaskIcon("{SkinColor}ReflectionIcon.png")]
- public class InvokeMethod : Action
- {
- [Tooltip("The GameObject to invoke the method on")]
- public SharedGameObject targetGameObject;
- [Tooltip("The component to invoke the method on")]
- public SharedString componentName;
- [Tooltip("The name of the method")]
- public SharedString methodName;
- [Tooltip("The first parameter of the method")]
- public SharedVariable parameter1;
- [Tooltip("The second parameter of the method")]
- public SharedVariable parameter2;
- [Tooltip("The third parameter of the method")]
- public SharedVariable parameter3;
- [Tooltip("The fourth parameter of the method")]
- public SharedVariable parameter4;
- [Tooltip("Store the result of the invoke call")]
- public SharedVariable storeResult;
-
- public override TaskStatus OnUpdate()
- {
- var type = TaskUtility.GetTypeWithinAssembly(componentName.Value);
- if (type == null) {
- Debug.LogWarning("Unable to invoke - type is null");
- return TaskStatus.Failure;
- }
-
- var component = GetDefaultGameObject(targetGameObject.Value).GetComponent(type);
- if (component == null) {
- Debug.LogWarning("Unable to invoke method with component " + componentName.Value);
- return TaskStatus.Failure;
- }
-
- var parameterList = new List<object>();
- var parameterTypeList = new List<Type>();
- SharedVariable sharedVariable = null;
- for (int i = 0; i < 4; ++i) {
- var parameterField = GetType().GetField("parameter" + (i + 1));
- if ((sharedVariable = parameterField.GetValue(this) as SharedVariable) != null) {
- parameterList.Add(sharedVariable.GetValue());
- parameterTypeList.Add(sharedVariable.GetType().GetProperty("Value").PropertyType);
- } else {
- break;
- }
- }
- // If you are receiving a compiler error on the Windows Store platform see this topic:
- // http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=46
- var methodInfo = component.GetType().GetMethod(methodName.Value, parameterTypeList.ToArray());
-
- if (methodInfo == null) {
- Debug.LogWarning("Unable to invoke method " + methodName.Value + " on component " + componentName.Value);
- return TaskStatus.Failure;
- }
-
- var result = methodInfo.Invoke(component, parameterList.ToArray());
- if (storeResult != null) {
- storeResult.SetValue(result);
- }
-
- return TaskStatus.Success;
- }
-
- public override void OnReset()
- {
- targetGameObject = null;
- componentName = null;
- methodName = null;
- parameter1 = null;
- parameter2 = null;
- parameter3 = null;
- parameter4 = null;
- storeResult = null;
- }
- }
-} \ No newline at end of file
diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/Reflection/InvokeMethod.cs.meta b/Assets/ThirdParty/Behavior Designer/Runtime/Actions/Reflection/InvokeMethod.cs.meta
deleted file mode 100644
index eed4a86a..00000000
--- a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/Reflection/InvokeMethod.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 359bd67578f53034ab2eb00e7696d317
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/Reflection/SetFieldValue.cs b/Assets/ThirdParty/Behavior Designer/Runtime/Actions/Reflection/SetFieldValue.cs
deleted file mode 100644
index 79675c97..00000000
--- a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/Reflection/SetFieldValue.cs
+++ /dev/null
@@ -1,57 +0,0 @@
-using UnityEngine;
-using System;
-using System.Reflection;
-
-namespace BehaviorDesigner.Runtime.Tasks
-{
- [TaskDescription("Sets the field to the value specified. Returns success if the field was set.")]
- [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=149")]
- [TaskCategory("Reflection")]
- [TaskIcon("{SkinColor}ReflectionIcon.png")]
- public class SetFieldValue : Action
- {
- [Tooltip("The GameObject to set the field on")]
- public SharedGameObject targetGameObject;
- [Tooltip("The component to set the field on")]
- public SharedString componentName;
- [Tooltip("The name of the field")]
- public SharedString fieldName;
- [Tooltip("The value to set")]
- public SharedVariable fieldValue;
-
- public override TaskStatus OnUpdate()
- {
- if (fieldValue == null) {
- Debug.LogWarning("Unable to get field - field value is null");
- return TaskStatus.Failure;
- }
-
- var type = TaskUtility.GetTypeWithinAssembly(componentName.Value);
- if (type == null) {
- Debug.LogWarning("Unable to set field - type is null");
- return TaskStatus.Failure;
- }
-
- var component = GetDefaultGameObject(targetGameObject.Value).GetComponent(type);
- if (component == null) {
- Debug.LogWarning("Unable to set the field with component " + componentName.Value);
- return TaskStatus.Failure;
- }
-
- // If you are receiving a compiler error on the Windows Store platform see this topic:
- // http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=46
- var field = component.GetType().GetField(fieldName.Value);
- field.SetValue(component, fieldValue.GetValue());
-
- return TaskStatus.Success;
- }
-
- public override void OnReset()
- {
- targetGameObject = null;
- componentName = null;
- fieldName = null;
- fieldValue = null;
- }
- }
-} \ No newline at end of file
diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/Reflection/SetFieldValue.cs.meta b/Assets/ThirdParty/Behavior Designer/Runtime/Actions/Reflection/SetFieldValue.cs.meta
deleted file mode 100644
index 433a991c..00000000
--- a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/Reflection/SetFieldValue.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 21e389787213ba24ab1a6817def634ae
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/Reflection/SetPropertyValue.cs b/Assets/ThirdParty/Behavior Designer/Runtime/Actions/Reflection/SetPropertyValue.cs
deleted file mode 100644
index 9ec7cd08..00000000
--- a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/Reflection/SetPropertyValue.cs
+++ /dev/null
@@ -1,57 +0,0 @@
-using UnityEngine;
-using System;
-using System.Reflection;
-
-namespace BehaviorDesigner.Runtime.Tasks
-{
- [TaskDescription("Sets the property to the value specified. Returns success if the property was set.")]
- [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=150")]
- [TaskCategory("Reflection")]
- [TaskIcon("{SkinColor}ReflectionIcon.png")]
- public class SetPropertyValue : Action
- {
- [Tooltip("The GameObject to set the property on")]
- public SharedGameObject targetGameObject;
- [Tooltip("The component to set the property on")]
- public SharedString componentName;
- [Tooltip("The name of the property")]
- public SharedString propertyName;
- [Tooltip("The value to set")]
- public SharedVariable propertyValue;
-
- public override TaskStatus OnUpdate()
- {
- if (propertyValue == null) {
- Debug.LogWarning("Unable to get field - field value is null");
- return TaskStatus.Failure;
- }
-
- var type = TaskUtility.GetTypeWithinAssembly(componentName.Value);
- if (type == null) {
- Debug.LogWarning("Unable to set property - type is null");
- return TaskStatus.Failure;
- }
-
- var component = GetDefaultGameObject(targetGameObject.Value).GetComponent(type);
- if (component == null) {
- Debug.LogWarning("Unable to set the property with component " + componentName.Value);
- return TaskStatus.Failure;
- }
-
- // If you are receiving a compiler error on the Windows Store platform see this topic:
- // http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=46
- var property = component.GetType().GetProperty(propertyName.Value);
- property.SetValue(component, propertyValue.GetValue(), null);
-
- return TaskStatus.Success;
- }
-
- public override void OnReset()
- {
- targetGameObject = null;
- componentName = null;
- propertyName = null;
- propertyValue = null;
- }
- }
-} \ No newline at end of file
diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/Reflection/SetPropertyValue.cs.meta b/Assets/ThirdParty/Behavior Designer/Runtime/Actions/Reflection/SetPropertyValue.cs.meta
deleted file mode 100644
index 012823b6..00000000
--- a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/Reflection/SetPropertyValue.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
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diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/RestartBehaviorTree.cs b/Assets/ThirdParty/Behavior Designer/Runtime/Actions/RestartBehaviorTree.cs
deleted file mode 100644
index a63d9e6c..00000000
--- a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/RestartBehaviorTree.cs
+++ /dev/null
@@ -1,56 +0,0 @@
-using UnityEngine;
-
-namespace BehaviorDesigner.Runtime.Tasks
-{
- [TaskDescription("Restarts a behavior tree, returns success after it has been restarted.")]
- [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=66")]
- [TaskIcon("{SkinColor}RestartBehaviorTreeIcon.png")]
- public class RestartBehaviorTree : Action
- {
- [Tooltip("The GameObject of the behavior tree that should be restarted. If null use the current behavior")]
- public SharedGameObject behaviorGameObject;
- [Tooltip("The group of the behavior tree that should be restarted")]
- public SharedInt group;
-
- private Behavior behavior;
-
- public override void OnAwake()
- {
- var behaviorTrees = GetDefaultGameObject(behaviorGameObject.Value).GetComponents<Behavior>();
- if (behaviorTrees.Length == 1) {
- behavior = behaviorTrees[0];
- } else if (behaviorTrees.Length > 1) {
- for (int i = 0; i < behaviorTrees.Length; ++i) {
- if (behaviorTrees[i].Group == group.Value) {
- behavior = behaviorTrees[i];
- break;
- }
- }
- // If the group can't be found then use the first behavior tree
- if (behavior == null) {
- behavior = behaviorTrees[0];
- }
- }
- }
-
- public override TaskStatus OnUpdate()
- {
- if (behavior == null) {
- return TaskStatus.Failure;
- }
-
- // Stop the behavior tree
- behavior.DisableBehavior();
- // Start the behavior tree back up
- behavior.EnableBehavior();
- // Return success
- return TaskStatus.Success;
- }
-
- public override void OnReset()
- {
- // Reset the properties back to their original values.
- behavior = null;
- }
- }
-} \ No newline at end of file
diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/RestartBehaviorTree.cs.meta b/Assets/ThirdParty/Behavior Designer/Runtime/Actions/RestartBehaviorTree.cs.meta
deleted file mode 100644
index d1110668..00000000
--- a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/RestartBehaviorTree.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
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diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/SendEvent.cs b/Assets/ThirdParty/Behavior Designer/Runtime/Actions/SendEvent.cs
deleted file mode 100644
index 76007309..00000000
--- a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/SendEvent.cs
+++ /dev/null
@@ -1,73 +0,0 @@
-using UnityEngine;
-
-namespace BehaviorDesigner.Runtime.Tasks
-{
- [TaskDescription("Sends an event to the behavior tree, returns success after sending the event.")]
- [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=121")]
- [TaskIcon("{SkinColor}SendEventIcon.png")]
- public class SendEvent : Action
- {
- [Tooltip("The GameObject of the behavior tree that should have the event sent to it. If null use the current behavior")]
- public SharedGameObject targetGameObject;
- [Tooltip("The event to send")]
- public SharedString eventName;
- [Tooltip("The group of the behavior tree that the event should be sent to")]
- public SharedInt group;
- [Tooltip("Optionally specify a first argument to send")]
- [SharedRequired]
- public SharedVariable argument1;
- [Tooltip("Optionally specify a second argument to send")]
- [SharedRequired]
- public SharedVariable argument2;
- [Tooltip("Optionally specify a third argument to send")]
- [SharedRequired]
- public SharedVariable argument3;
-
- private BehaviorTree behaviorTree;
-
- public override void OnStart()
- {
- var behaviorTrees = GetDefaultGameObject(targetGameObject.Value).GetComponents<BehaviorTree>();
- if (behaviorTrees.Length == 1) {
- behaviorTree = behaviorTrees[0];
- } else if (behaviorTrees.Length > 1) {
- for (int i = 0; i < behaviorTrees.Length; ++i) {
- if (behaviorTrees[i].Group == group.Value) {
- behaviorTree = behaviorTrees[i];
- break;
- }
- }
- // If the group can't be found then use the first behavior tree
- if (behaviorTree == null) {
- behaviorTree = behaviorTrees[0];
- }
- }
- }
-
- public override TaskStatus OnUpdate()
- {
- // Send the event and return success
- if (argument1 == null || argument1.IsNone) {
- behaviorTree.SendEvent(eventName.Value);
- } else {
- if (argument2 == null || argument2.IsNone) {
- behaviorTree.SendEvent<object>(eventName.Value, argument1.GetValue());
- } else {
- if (argument3 == null || argument3.IsNone) {
- behaviorTree.SendEvent<object, object>(eventName.Value, argument1.GetValue(), argument2.GetValue());
- } else {
- behaviorTree.SendEvent<object, object, object>(eventName.Value, argument1.GetValue(), argument2.GetValue(), argument3.GetValue());
- }
- }
- }
- return TaskStatus.Success;
- }
-
- public override void OnReset()
- {
- // Reset the properties back to their original values
- targetGameObject = null;
- eventName = "";
- }
- }
-} \ No newline at end of file
diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/SendEvent.cs.meta b/Assets/ThirdParty/Behavior Designer/Runtime/Actions/SendEvent.cs.meta
deleted file mode 100644
index 82bd42cd..00000000
--- a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/SendEvent.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
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-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
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- userData:
diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/StartBehaviorTree.cs b/Assets/ThirdParty/Behavior Designer/Runtime/Actions/StartBehaviorTree.cs
deleted file mode 100644
index 4bc5ebee..00000000
--- a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/StartBehaviorTree.cs
+++ /dev/null
@@ -1,92 +0,0 @@
-using UnityEngine;
-
-namespace BehaviorDesigner.Runtime.Tasks
-{
- [TaskDescription("Start a new behavior tree and return success after it has been started.")]
- [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=20")]
- [TaskIcon("{SkinColor}StartBehaviorTreeIcon.png")]
- 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()
- {
- var behaviorTrees = GetDefaultGameObject(behaviorGameObject.Value).GetComponents<Behavior>();
- if (behaviorTrees.Length == 1) {
- behavior = behaviorTrees[0];
- } else if (behaviorTrees.Length > 1) {
- for (int i = 0; i < behaviorTrees.Length; ++i) {
- if (behaviorTrees[i].Group == group.Value) {
- behavior = behaviorTrees[i];
- break;
- }
- }
- // If the group can't be found then use the first behavior tree
- if (behavior == null) {
- behavior = behaviorTrees[0];
- }
- }
-
- if (behavior != null) {
- var variables = Owner.GetAllVariables();
- if (variables != null && synchronizeVariables.Value) {
- for (int i = 0; i < variables.Count; ++i) {
- behavior.SetVariableValue(variables[i].Name, variables[i]);
- }
- }
-
- behavior.EnableBehavior();
-
- if (waitForCompletion.Value) {
- behaviorComplete = false;
- behavior.OnBehaviorEnd += BehaviorEnded;
- }
- }
- }
-
- public override TaskStatus OnUpdate()
- {
- if (behavior == null) {
- return TaskStatus.Failure;
- }
-
- // Return a status of running if we are waiting for the behavior tree to end and it hasn't ended yet
- if (waitForCompletion.Value && !behaviorComplete) {
- return TaskStatus.Running;
- }
-
- return TaskStatus.Success;
- }
-
- private void BehaviorEnded(Behavior behavior)
- {
- behaviorComplete = true;
- }
-
- public override void OnEnd()
- {
- if (behavior != null && waitForCompletion.Value) {
- behavior.OnBehaviorEnd -= BehaviorEnded;
- }
- }
-
- public override void OnReset()
- {
- // Reset the properties back to their original values.
- behaviorGameObject = null;
- group = 0;
- waitForCompletion = false;
- synchronizeVariables = false;
- }
- }
-} \ No newline at end of file
diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/StartBehaviorTree.cs.meta b/Assets/ThirdParty/Behavior Designer/Runtime/Actions/StartBehaviorTree.cs.meta
deleted file mode 100644
index 31dfed3f..00000000
--- a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/StartBehaviorTree.cs.meta
+++ /dev/null
@@ -1,7 +0,0 @@
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diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/StopBehaviorTree.cs b/Assets/ThirdParty/Behavior Designer/Runtime/Actions/StopBehaviorTree.cs
deleted file mode 100644
index fe753c5b..00000000
--- a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/StopBehaviorTree.cs
+++ /dev/null
@@ -1,57 +0,0 @@
-using UnityEngine;
-
-namespace BehaviorDesigner.Runtime.Tasks
-{
- [TaskDescription("Pause or disable a behavior tree and return success after it has been stopped.")]
- [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=21")]
- [TaskIcon("{SkinColor}StopBehaviorTreeIcon.png")]
- public class StopBehaviorTree : Action
- {
- [Tooltip("The GameObject of the behavior tree that should be stopped. If null use the current behavior")]
- public SharedGameObject behaviorGameObject;
- [Tooltip("The group of the behavior tree that should be stopped")]
- public SharedInt group;
- [Tooltip("Should the behavior be paused or completely disabled")]
- public SharedBool pauseBehavior = false;
-
- private Behavior behavior;
-
- public override void OnStart()
- {
- var behaviorTrees = GetDefaultGameObject(behaviorGameObject.Value).GetComponents<Behavior>();
- if (behaviorTrees.Length == 1) {
- behavior = behaviorTrees[0];
- } else if (behaviorTrees.Length > 1) {
- for (int i = 0; i < behaviorTrees.Length; ++i) {
- if (behaviorTrees[i].Group == group.Value) {
- behavior = behaviorTrees[i];
- break;
- }
- }
- // If the group can't be found then use the first behavior tree
- if (behavior == null) {
- behavior = behaviorTrees[0];
- }
- }
- }
-
- public override TaskStatus OnUpdate()
- {
- if (behavior == null) {
- return TaskStatus.Failure;
- }
-
- // Start the behavior and return success.
- behavior.DisableBehavior(pauseBehavior.Value);
- return TaskStatus.Success;
- }
-
- public override void OnReset()
- {
- // Reset the properties back to their original values
- behaviorGameObject = null;
- group = 0;
- pauseBehavior = false;
- }
- }
-} \ No newline at end of file
diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/StopBehaviorTree.cs.meta b/Assets/ThirdParty/Behavior Designer/Runtime/Actions/StopBehaviorTree.cs.meta
deleted file mode 100644
index 3e6fe6c7..00000000
--- a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/StopBehaviorTree.cs.meta
+++ /dev/null
@@ -1,7 +0,0 @@
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diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/Wait.cs b/Assets/ThirdParty/Behavior Designer/Runtime/Actions/Wait.cs
deleted file mode 100644
index 41f77a21..00000000
--- a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/Wait.cs
+++ /dev/null
@@ -1,67 +0,0 @@
-using UnityEngine;
-
-namespace BehaviorDesigner.Runtime.Tasks
-{
- [TaskDescription("Wait a specified amount of time. The task will return running until the task is done waiting. It will return success after the wait time has elapsed.")]
- [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=22")]
- [TaskIcon("{SkinColor}WaitIcon.png")]
- public class Wait : Action
- {
- [Tooltip("The amount of time to wait")]
- public SharedFloat waitTime = 1;
- [Tooltip("Should the wait be randomized?")]
- public SharedBool randomWait = false;
- [Tooltip("The minimum wait time if random wait is enabled")]
- public SharedFloat randomWaitMin = 1;
- [Tooltip("The maximum wait time if random wait is enabled")]
- public SharedFloat randomWaitMax = 1;
-
- // The time to wait
- private float waitDuration;
- // The time that the task started to wait.
- private float startTime;
- // Remember the time that the task is paused so the time paused doesn't contribute to the wait time.
- private float pauseTime;
-
- public override void OnStart()
- {
- // Remember the start time.
- startTime = Time.time;
- if (randomWait.Value) {
- waitDuration = Random.Range(randomWaitMin.Value, randomWaitMax.Value);
- } else {
- waitDuration = waitTime.Value;
- }
- }
-
- public override TaskStatus OnUpdate()
- {
- // The task is done waiting if the time waitDuration has elapsed since the task was started.
- if (startTime + waitDuration < Time.time) {
- return TaskStatus.Success;
- }
- // Otherwise we are still waiting.
- return TaskStatus.Running;
- }
-
- public override void OnPause(bool paused)
- {
- if (paused) {
- // Remember the time that the behavior was paused.
- pauseTime = Time.time;
- } else {
- // Add the difference between Time.time and pauseTime to figure out a new start time.
- startTime += (Time.time - pauseTime);
- }
- }
-
- public override void OnReset()
- {
- // Reset the public properties back to their original values
- waitTime = 1;
- randomWait = false;
- randomWaitMin = 1;
- randomWaitMax = 1;
- }
- }
-} \ No newline at end of file
diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/Wait.cs.meta b/Assets/ThirdParty/Behavior Designer/Runtime/Actions/Wait.cs.meta
deleted file mode 100644
index e7138e51..00000000
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@@ -1,7 +0,0 @@
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