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-rw-r--r--Client/Assets/Behavior Designer/Runtime/Actions/RestartBehaviorTree.cs56
1 files changed, 56 insertions, 0 deletions
diff --git a/Client/Assets/Behavior Designer/Runtime/Actions/RestartBehaviorTree.cs b/Client/Assets/Behavior Designer/Runtime/Actions/RestartBehaviorTree.cs
new file mode 100644
index 00000000..a63d9e6c
--- /dev/null
+++ b/Client/Assets/Behavior Designer/Runtime/Actions/RestartBehaviorTree.cs
@@ -0,0 +1,56 @@
+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