diff options
Diffstat (limited to 'Client/Assets/Behavior Designer/Runtime/Actions/StopBehaviorTree.cs')
-rw-r--r-- | Client/Assets/Behavior Designer/Runtime/Actions/StopBehaviorTree.cs | 57 |
1 files changed, 57 insertions, 0 deletions
diff --git a/Client/Assets/Behavior Designer/Runtime/Actions/StopBehaviorTree.cs b/Client/Assets/Behavior Designer/Runtime/Actions/StopBehaviorTree.cs new file mode 100644 index 00000000..fe753c5b --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Actions/StopBehaviorTree.cs @@ -0,0 +1,57 @@ +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;
+ }
+ }
+}
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