diff options
author | chai <chaifix@163.com> | 2022-03-10 14:07:40 +0800 |
---|---|---|
committer | chai <chaifix@163.com> | 2022-03-10 14:07:40 +0800 |
commit | 22891bf59032ba88262824255a706d652031384b (patch) | |
tree | 7595439ba9966c9402d37e37cee5e8cf098757d5 /Assets/ThirdParty/Behavior Designer/Runtime/Decorators | |
parent | 8b04ea73e540067f83870b61d89db4868fea5e8a (diff) |
* move folder
Diffstat (limited to 'Assets/ThirdParty/Behavior Designer/Runtime/Decorators')
18 files changed, 0 insertions, 513 deletions
diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Decorators/ConditionalEvaluator.cs b/Assets/ThirdParty/Behavior Designer/Runtime/Decorators/ConditionalEvaluator.cs deleted file mode 100644 index 0f82e08f..00000000 --- a/Assets/ThirdParty/Behavior Designer/Runtime/Decorators/ConditionalEvaluator.cs +++ /dev/null @@ -1,100 +0,0 @@ -namespace BehaviorDesigner.Runtime.Tasks
-{
- [TaskDescription("Evaluates the specified conditional task. If the conditional task returns success then the child task is run and the child status is returned. If the conditional task does not " +
- "return success then the child task is not run and a failure status is immediately returned.")]
- [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=146")]
- [TaskIcon("{SkinColor}ConditionalEvaluatorIcon.png")]
- public class ConditionalEvaluator : Decorator
- {
- [Tooltip("Should the conditional task be reevaluated every tick?")]
- public SharedBool reevaluate;
- [InspectTask]
- [Tooltip("The conditional task to evaluate")]
- public Conditional conditionalTask;
-
- // The status of the child after it has finished running.
- private TaskStatus executionStatus = TaskStatus.Inactive;
- private bool checkConditionalTask = true;
- private bool conditionalTaskFailed = false;
-
- public override void OnAwake()
- {
- if (conditionalTask != null) {
- conditionalTask.Owner = Owner;
- conditionalTask.GameObject = gameObject;
- conditionalTask.Transform = transform;
- conditionalTask.OnAwake();
- }
- }
-
- public override void OnStart()
- {
- if (conditionalTask != null) {
- conditionalTask.OnStart();
- }
- }
-
- public override bool CanExecute()
- {
- // CanExecute is called when checking the condition within a while loop so it will be called at least twice. Ensure the conditional task is checked only once
- if (checkConditionalTask) {
- checkConditionalTask = false;
- OnUpdate();
- }
-
- if (conditionalTaskFailed) {
- return false;
- }
- return executionStatus == TaskStatus.Inactive || executionStatus == TaskStatus.Running;
- }
-
- public override bool CanReevaluate()
- {
- return reevaluate.Value;
- }
-
- public override TaskStatus OnUpdate()
- {
- var childStatus = conditionalTask.OnUpdate();
- conditionalTaskFailed = conditionalTask == null || childStatus == TaskStatus.Failure;
- return childStatus;
- }
-
- public override void OnChildExecuted(TaskStatus childStatus)
- {
- // Update the execution status after a child has finished running.
- executionStatus = childStatus;
- }
-
- public override TaskStatus OverrideStatus()
- {
- // This version of OverrideStatus is called when the conditional evaluator fails reevaluation and has to stop all of its children.
- // Therefore, the return status will always be failure
- return TaskStatus.Failure;
- }
-
- public override TaskStatus OverrideStatus(TaskStatus status)
- {
- if (conditionalTaskFailed)
- return TaskStatus.Failure;
- return status;
- }
-
- public override void OnEnd()
- {
- // Reset the variables back to their starting values.
- executionStatus = TaskStatus.Inactive;
- checkConditionalTask = true;
- conditionalTaskFailed = false;
- if (conditionalTask != null) {
- conditionalTask.OnEnd();
- }
- }
-
- public override void OnReset()
- {
- // Reset the public properties back to their original values.
- conditionalTask = null;
- }
- }
-}
\ No newline at end of file diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Decorators/ConditionalEvaluator.cs.meta b/Assets/ThirdParty/Behavior Designer/Runtime/Decorators/ConditionalEvaluator.cs.meta deleted file mode 100644 index 8f2340fd..00000000 --- a/Assets/ThirdParty/Behavior Designer/Runtime/Decorators/ConditionalEvaluator.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2
-guid: 632578e05169d1d45a1ab77ae8bb45ad
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Decorators/Interrupt.cs b/Assets/ThirdParty/Behavior Designer/Runtime/Decorators/Interrupt.cs deleted file mode 100644 index a7e575a6..00000000 --- a/Assets/ThirdParty/Behavior Designer/Runtime/Decorators/Interrupt.cs +++ /dev/null @@ -1,49 +0,0 @@ -namespace BehaviorDesigner.Runtime.Tasks
-{
- [TaskDescription("The interrupt task will stop all child tasks from running if it is interrupted. The interruption can be triggered by the perform interruption task. " +
- "The interrupt task will keep running its child until this interruption is called. If no interruption happens and the child task completed its " +
- "execution the interrupt task will return the value assigned by the child task.")]
- [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=35")]
- [TaskIcon("{SkinColor}InterruptIcon.png")]
- public class Interrupt : Decorator
- {
- // When an interruption occurs return with this status.
- private TaskStatus interruptStatus = TaskStatus.Failure;
- // The status of the child after it has finished running.
- private TaskStatus executionStatus = TaskStatus.Inactive;
-
- public override bool CanExecute()
- {
- // Continue executing until the child task returns success or failure.
- return executionStatus == TaskStatus.Inactive || executionStatus == TaskStatus.Running;
- }
-
- public override void OnChildExecuted(TaskStatus childStatus)
- {
- // Update the execution status after a child has finished running.
- executionStatus = childStatus;
- }
-
- public void DoInterrupt(TaskStatus status)
- {
- // An interruption has occurred. Update the interrupt status and notify the Behavior Manager. The Behavior Manager will stop all
- // child tasks from running.
- interruptStatus = status;
-
- BehaviorManager.instance.Interrupt(Owner, this);
- }
-
- public override TaskStatus OverrideStatus()
- {
- // Return the interruption status as our status.
- return interruptStatus;
- }
-
- public override void OnEnd()
- {
- // Reset the variables back to their starting values.
- interruptStatus = TaskStatus.Failure;
- executionStatus = TaskStatus.Inactive;
- }
- }
-}
\ No newline at end of file diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Decorators/Interrupt.cs.meta b/Assets/ThirdParty/Behavior Designer/Runtime/Decorators/Interrupt.cs.meta deleted file mode 100644 index 68e9f463..00000000 --- a/Assets/ThirdParty/Behavior Designer/Runtime/Decorators/Interrupt.cs.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2
-guid: 81c44aaaa87500145831c0e167a5bfd3
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Decorators/Inverter.cs b/Assets/ThirdParty/Behavior Designer/Runtime/Decorators/Inverter.cs deleted file mode 100644 index ce70d2f6..00000000 --- a/Assets/ThirdParty/Behavior Designer/Runtime/Decorators/Inverter.cs +++ /dev/null @@ -1,41 +0,0 @@ -namespace BehaviorDesigner.Runtime.Tasks
-{
- [TaskDescription("The inverter task will invert the return value of the child task after it has finished executing. " +
- "If the child returns success, the inverter task will return failure. If the child returns failure, the inverter task will return success.")]
- [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=36")]
- [TaskIcon("{SkinColor}InverterIcon.png")]
- public class Inverter : Decorator
- {
- // The status of the child after it has finished running.
- private TaskStatus executionStatus = TaskStatus.Inactive;
-
- public override bool CanExecute()
- {
- // Continue executing until the child task returns success or failure.
- return executionStatus == TaskStatus.Inactive || executionStatus == TaskStatus.Running;
- }
-
- public override void OnChildExecuted(TaskStatus childStatus)
- {
- // Update the execution status after a child has finished running.
- executionStatus = childStatus;
- }
-
- public override TaskStatus Decorate(TaskStatus status)
- {
- // Invert the task status.
- if (status == TaskStatus.Success) {
- return TaskStatus.Failure;
- } else if (status == TaskStatus.Failure) {
- return TaskStatus.Success;
- }
- return status;
- }
-
- public override void OnEnd()
- {
- // Reset the execution status back to its starting values.
- executionStatus = TaskStatus.Inactive;
- }
- }
-}
\ No newline at end of file diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Decorators/Inverter.cs.meta b/Assets/ThirdParty/Behavior Designer/Runtime/Decorators/Inverter.cs.meta deleted file mode 100644 index 14b2f28b..00000000 --- a/Assets/ThirdParty/Behavior Designer/Runtime/Decorators/Inverter.cs.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2
-guid: 577fcf144ebc85642889f2dd11147272
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Decorators/Repeater.cs b/Assets/ThirdParty/Behavior Designer/Runtime/Decorators/Repeater.cs deleted file mode 100644 index b6c3d733..00000000 --- a/Assets/ThirdParty/Behavior Designer/Runtime/Decorators/Repeater.cs +++ /dev/null @@ -1,48 +0,0 @@ -namespace BehaviorDesigner.Runtime.Tasks
-{
- [TaskDescription(@"The repeater task will repeat execution of its child task until the child task has been run a specified number of times. " +
- "It has the option of continuing to execute the child task even if the child task returns a failure.")]
- [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=37")]
- [TaskIcon("{SkinColor}RepeaterIcon.png")]
- public class Repeater : Decorator
- {
- [Tooltip("The number of times to repeat the execution of its child task")]
- public SharedInt count = 1;
- [Tooltip("Allows the repeater to repeat forever")]
- public SharedBool repeatForever;
- [Tooltip("Should the task return if the child task returns a failure")]
- public SharedBool endOnFailure;
-
- // The number of times the child task has been run.
- private int executionCount = 0;
- // The status of the child after it has finished running.
- private TaskStatus executionStatus = TaskStatus.Inactive;
-
- public override bool CanExecute()
- {
- // Continue executing until we've reached the count or the child task returned failure and we should stop on a failure.
- return (repeatForever.Value || executionCount < count.Value) && (!endOnFailure.Value || (endOnFailure.Value && executionStatus != TaskStatus.Failure));
- }
-
- public override void OnChildExecuted(TaskStatus childStatus)
- {
- // The child task has finished execution. Increase the execution count and update the execution status.
- executionCount++;
- executionStatus = childStatus;
- }
-
- public override void OnEnd()
- {
- // Reset the variables back to their starting values.
- executionCount = 0;
- executionStatus = TaskStatus.Inactive;
- }
-
- public override void OnReset()
- {
- // Reset the public properties back to their original values.
- count = 0;
- endOnFailure = true;
- }
- }
-}
\ No newline at end of file diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Decorators/Repeater.cs.meta b/Assets/ThirdParty/Behavior Designer/Runtime/Decorators/Repeater.cs.meta deleted file mode 100644 index 70379781..00000000 --- a/Assets/ThirdParty/Behavior Designer/Runtime/Decorators/Repeater.cs.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2
-guid: e62515fa6915f0d4f88b808e2e77d3ff
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diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Decorators/ReturnFailure.cs b/Assets/ThirdParty/Behavior Designer/Runtime/Decorators/ReturnFailure.cs deleted file mode 100644 index 96afec6a..00000000 --- a/Assets/ThirdParty/Behavior Designer/Runtime/Decorators/ReturnFailure.cs +++ /dev/null @@ -1,38 +0,0 @@ -namespace BehaviorDesigner.Runtime.Tasks
-{
- [TaskDescription("The return failure task will always return failure except when the child task is running.")]
- [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=38")]
- [TaskIcon("{SkinColor}ReturnFailureIcon.png")]
- public class ReturnFailure : Decorator
- {
- // The status of the child after it has finished running.
- private TaskStatus executionStatus = TaskStatus.Inactive;
-
- public override bool CanExecute()
- {
- // Continue executing until the child task returns success or failure.
- return executionStatus == TaskStatus.Inactive || executionStatus == TaskStatus.Running;
- }
-
- public override void OnChildExecuted(TaskStatus childStatus)
- {
- // Update the execution status after a child has finished running.
- executionStatus = childStatus;
- }
-
- public override TaskStatus Decorate(TaskStatus status)
- {
- // Return failure even if the child task returned success.
- if (status == TaskStatus.Success) {
- return TaskStatus.Failure;
- }
- return status;
- }
-
- public override void OnEnd()
- {
- // Reset the execution status back to its starting values.
- executionStatus = TaskStatus.Inactive;
- }
- }
-}
\ No newline at end of file diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Decorators/ReturnFailure.cs.meta b/Assets/ThirdParty/Behavior Designer/Runtime/Decorators/ReturnFailure.cs.meta deleted file mode 100644 index 233d57c3..00000000 --- a/Assets/ThirdParty/Behavior Designer/Runtime/Decorators/ReturnFailure.cs.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2
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diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Decorators/ReturnSuccess.cs b/Assets/ThirdParty/Behavior Designer/Runtime/Decorators/ReturnSuccess.cs deleted file mode 100644 index e44e69d4..00000000 --- a/Assets/ThirdParty/Behavior Designer/Runtime/Decorators/ReturnSuccess.cs +++ /dev/null @@ -1,38 +0,0 @@ -namespace BehaviorDesigner.Runtime.Tasks
-{
- [TaskDescription("The return success task will always return success except when the child task is running.")]
- [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=39")]
- [TaskIcon("{SkinColor}ReturnSuccessIcon.png")]
- public class ReturnSuccess : Decorator
- {
- // The status of the child after it has finished running.
- private TaskStatus executionStatus = TaskStatus.Inactive;
-
- public override bool CanExecute()
- {
- // Continue executing until the child task returns success or failure.
- return executionStatus == TaskStatus.Inactive || executionStatus == TaskStatus.Running;
- }
-
- public override void OnChildExecuted(TaskStatus childStatus)
- {
- // Update the execution status after a child has finished running.
- executionStatus = childStatus;
- }
-
- public override TaskStatus Decorate(TaskStatus status)
- {
- // Return success even if the child task returned failure.
- if (status == TaskStatus.Failure) {
- return TaskStatus.Success;
- }
- return status;
- }
-
- public override void OnEnd()
- {
- // Reset the execution status back to its starting values.
- executionStatus = TaskStatus.Inactive;
- }
- }
-}
\ No newline at end of file diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Decorators/ReturnSuccess.cs.meta b/Assets/ThirdParty/Behavior Designer/Runtime/Decorators/ReturnSuccess.cs.meta deleted file mode 100644 index e5ef1629..00000000 --- a/Assets/ThirdParty/Behavior Designer/Runtime/Decorators/ReturnSuccess.cs.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2
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diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Decorators/TaskGuard.cs b/Assets/ThirdParty/Behavior Designer/Runtime/Decorators/TaskGuard.cs deleted file mode 100644 index 86bb841e..00000000 --- a/Assets/ThirdParty/Behavior Designer/Runtime/Decorators/TaskGuard.cs +++ /dev/null @@ -1,77 +0,0 @@ -namespace BehaviorDesigner.Runtime.Tasks
-{
- [TaskDescription("The task guard task is similar to a semaphore in multithreaded programming. The task guard task is there to ensure a limited resource is not being overused. " +
- "\n\nFor example, you may place a task guard above a task that plays an animation. Elsewhere within your behavior tree you may also have another task that plays a different " +
- "animation but uses the same bones for that animation. Because of this you don't want that animation to play twice at the same time. Placing a task guard will let you " +
- "specify how many times a particular task can be accessed at the same time.\n\nIn the previous animation task example you would specify an access count of 1. With this setup " +
- "the animation task can be only controlled by one task at a time. If the first task is playing the animation and a second task wants to control the animation as well, it will " +
- "either have to wait or skip over the task completely.")]
- [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=40")]
- [TaskIcon("{SkinColor}TaskGuardIcon.png")]
- public class TaskGuard : Decorator
- {
- [Tooltip("The number of times the child tasks can be accessed by parallel tasks at once")]
- public SharedInt maxTaskAccessCount;
- [Tooltip("The linked tasks that also guard a task. If the task guard is not linked against any other tasks it doesn't have much purpose. Marked as LinkedTask to " +
- "ensure all tasks linked are linked to the same set of tasks")]
- [LinkedTask]
- public TaskGuard[] linkedTaskGuards = null;
- [Tooltip("If true the task will wait until the child task is available. If false then any unavailable child tasks will be skipped over")]
- public SharedBool waitUntilTaskAvailable;
-
- // The number of tasks that are currently using a particular task.
- private int executingTasks = 0;
- // True if the current task is executing.
- private bool executing = false;
-
- public override bool CanExecute()
- {
- // The child task can execute if the number of executing tasks is less than the maximum number of tasks allowed.
- return executingTasks < maxTaskAccessCount.Value && !executing;
- }
-
- public override void OnChildStarted()
- {
- // The child task has started to run. Increase the executing tasks counter and notify all of the other linked tasks.
- executingTasks++;
- executing = true;
- for (int i = 0; i < linkedTaskGuards.Length; ++i) {
- linkedTaskGuards[i].taskExecuting(true);
- }
- }
-
- public override TaskStatus OverrideStatus(TaskStatus status)
- {
- // return a running status if the children are currently waiting for a task to become available
- return (!executing && waitUntilTaskAvailable.Value) ? TaskStatus.Running : status;
- }
-
- public void taskExecuting(bool increase)
- {
- // A linked task is currently executing a task that is being guarded. If the task just started executing then increase will be true and if it is ending then
- // true will be false.
- executingTasks += (increase ? 1 : -1);
- }
-
- public override void OnEnd()
- {
- // The child task has been executed or skipped over. Only decrement the executing tasks count if the child task was being executed. Following that
- // notify all of the linked tasks that we are done executing.
- if (executing) {
- executingTasks--;
- for (int i = 0; i < linkedTaskGuards.Length; ++i) {
- linkedTaskGuards[i].taskExecuting(false);
- }
- executing = false;
- }
- }
-
- public override void OnReset()
- {
- // Reset the public properties back to their original values
- maxTaskAccessCount = null;
- linkedTaskGuards = null;
- waitUntilTaskAvailable = true;
- }
- }
-}
\ No newline at end of file diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Decorators/TaskGuard.cs.meta b/Assets/ThirdParty/Behavior Designer/Runtime/Decorators/TaskGuard.cs.meta deleted file mode 100644 index 99461010..00000000 --- a/Assets/ThirdParty/Behavior Designer/Runtime/Decorators/TaskGuard.cs.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2
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diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Decorators/UntilFailure.cs b/Assets/ThirdParty/Behavior Designer/Runtime/Decorators/UntilFailure.cs deleted file mode 100644 index 4bcd2c5d..00000000 --- a/Assets/ThirdParty/Behavior Designer/Runtime/Decorators/UntilFailure.cs +++ /dev/null @@ -1,29 +0,0 @@ -namespace BehaviorDesigner.Runtime.Tasks
-{
- [TaskDescription("The until failure task will keep executing its child task until the child task returns failure.")]
- [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=41")]
- [TaskIcon("{SkinColor}UntilFailureIcon.png")]
- public class UntilFailure : Decorator
- {
- // The status of the child after it has finished running.
- private TaskStatus executionStatus = TaskStatus.Inactive;
-
- public override bool CanExecute()
- {
- // Keep running until the child task returns failure.
- return executionStatus == TaskStatus.Success || executionStatus == TaskStatus.Inactive;
- }
-
- public override void OnChildExecuted(TaskStatus childStatus)
- {
- // Update the execution status after a child has finished running.
- executionStatus = childStatus;
- }
-
- public override void OnEnd()
- {
- // Reset the execution status back to its starting values.
- executionStatus = TaskStatus.Inactive;
- }
- }
-}
\ No newline at end of file diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Decorators/UntilFailure.cs.meta b/Assets/ThirdParty/Behavior Designer/Runtime/Decorators/UntilFailure.cs.meta deleted file mode 100644 index 6147662b..00000000 --- a/Assets/ThirdParty/Behavior Designer/Runtime/Decorators/UntilFailure.cs.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2
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diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Decorators/UntilSuccess.cs b/Assets/ThirdParty/Behavior Designer/Runtime/Decorators/UntilSuccess.cs deleted file mode 100644 index 77e0f77b..00000000 --- a/Assets/ThirdParty/Behavior Designer/Runtime/Decorators/UntilSuccess.cs +++ /dev/null @@ -1,29 +0,0 @@ -namespace BehaviorDesigner.Runtime.Tasks
-{
- [TaskDescription("The until success task will keep executing its child task until the child task returns success.")]
- [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=42")]
- [TaskIcon("{SkinColor}UntilSuccessIcon.png")]
- public class UntilSuccess : Decorator
- {
- // The status of the child after it has finished running.
- private TaskStatus executionStatus = TaskStatus.Inactive;
-
- public override bool CanExecute()
- {
- // Keep running until the child task returns success.
- return executionStatus == TaskStatus.Failure || executionStatus == TaskStatus.Inactive;
- }
-
- public override void OnChildExecuted(TaskStatus childStatus)
- {
- // Update the execution status after a child has finished running.
- executionStatus = childStatus;
- }
-
- public override void OnEnd()
- {
- // Reset the execution status back to its starting values.
- executionStatus = TaskStatus.Inactive;
- }
- }
-}
\ No newline at end of file diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Decorators/UntilSuccess.cs.meta b/Assets/ThirdParty/Behavior Designer/Runtime/Decorators/UntilSuccess.cs.meta deleted file mode 100644 index c3887bf0..00000000 --- a/Assets/ThirdParty/Behavior Designer/Runtime/Decorators/UntilSuccess.cs.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2
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|