From 22891bf59032ba88262824255a706d652031384b Mon Sep 17 00:00:00 2001 From: chai Date: Thu, 10 Mar 2022 14:07:40 +0800 Subject: * move folder --- .../Runtime/Actions/StopBehaviorTree.cs | 57 ---------------------- 1 file changed, 57 deletions(-) delete mode 100644 Assets/ThirdParty/Behavior Designer/Runtime/Actions/StopBehaviorTree.cs (limited to 'Assets/ThirdParty/Behavior Designer/Runtime/Actions/StopBehaviorTree.cs') 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(); - 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 -- cgit v1.1-26-g67d0