From 22891bf59032ba88262824255a706d652031384b Mon Sep 17 00:00:00 2001 From: chai Date: Thu, 10 Mar 2022 14:07:40 +0800 Subject: * move folder --- .../Runtime/Decorators/ConditionalEvaluator.cs | 100 --------------------- .../Decorators/ConditionalEvaluator.cs.meta | 8 -- .../Runtime/Decorators/Interrupt.cs | 49 ---------- .../Runtime/Decorators/Interrupt.cs.meta | 7 -- .../Runtime/Decorators/Inverter.cs | 41 --------- .../Runtime/Decorators/Inverter.cs.meta | 7 -- .../Runtime/Decorators/Repeater.cs | 48 ---------- .../Runtime/Decorators/Repeater.cs.meta | 7 -- .../Runtime/Decorators/ReturnFailure.cs | 38 -------- .../Runtime/Decorators/ReturnFailure.cs.meta | 7 -- .../Runtime/Decorators/ReturnSuccess.cs | 38 -------- .../Runtime/Decorators/ReturnSuccess.cs.meta | 7 -- .../Runtime/Decorators/TaskGuard.cs | 77 ---------------- .../Runtime/Decorators/TaskGuard.cs.meta | 7 -- .../Runtime/Decorators/UntilFailure.cs | 29 ------ .../Runtime/Decorators/UntilFailure.cs.meta | 7 -- .../Runtime/Decorators/UntilSuccess.cs | 29 ------ .../Runtime/Decorators/UntilSuccess.cs.meta | 7 -- 18 files changed, 513 deletions(-) delete mode 100644 Assets/ThirdParty/Behavior Designer/Runtime/Decorators/ConditionalEvaluator.cs delete mode 100644 Assets/ThirdParty/Behavior Designer/Runtime/Decorators/ConditionalEvaluator.cs.meta delete mode 100644 Assets/ThirdParty/Behavior Designer/Runtime/Decorators/Interrupt.cs delete mode 100644 Assets/ThirdParty/Behavior Designer/Runtime/Decorators/Interrupt.cs.meta delete mode 100644 Assets/ThirdParty/Behavior Designer/Runtime/Decorators/Inverter.cs delete mode 100644 Assets/ThirdParty/Behavior Designer/Runtime/Decorators/Inverter.cs.meta delete mode 100644 Assets/ThirdParty/Behavior Designer/Runtime/Decorators/Repeater.cs delete mode 100644 Assets/ThirdParty/Behavior Designer/Runtime/Decorators/Repeater.cs.meta delete mode 100644 Assets/ThirdParty/Behavior Designer/Runtime/Decorators/ReturnFailure.cs delete mode 100644 Assets/ThirdParty/Behavior Designer/Runtime/Decorators/ReturnFailure.cs.meta delete mode 100644 Assets/ThirdParty/Behavior Designer/Runtime/Decorators/ReturnSuccess.cs delete mode 100644 Assets/ThirdParty/Behavior Designer/Runtime/Decorators/ReturnSuccess.cs.meta delete mode 100644 Assets/ThirdParty/Behavior Designer/Runtime/Decorators/TaskGuard.cs delete mode 100644 Assets/ThirdParty/Behavior Designer/Runtime/Decorators/TaskGuard.cs.meta delete mode 100644 Assets/ThirdParty/Behavior Designer/Runtime/Decorators/UntilFailure.cs delete mode 100644 Assets/ThirdParty/Behavior Designer/Runtime/Decorators/UntilFailure.cs.meta delete mode 100644 Assets/ThirdParty/Behavior Designer/Runtime/Decorators/UntilSuccess.cs delete mode 100644 Assets/ThirdParty/Behavior Designer/Runtime/Decorators/UntilSuccess.cs.meta (limited to 'Assets/ThirdParty/Behavior Designer/Runtime/Decorators') 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 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} 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 -guid: f34d21f1bb4e761478bdf76222fcf135 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} 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 -guid: 27d103b9f961fd44da3c4d83dadd90ca -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} 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 -guid: 7e2ae4ab352f20c41be106f92efc3b43 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} 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 -guid: 934b87f8f563272469cd9a9b14046ae7 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} 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 -guid: 6d5c2cbf6c58f6b419831477bde98317 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} -- cgit v1.1-26-g67d0