diff options
Diffstat (limited to 'Client/Assets/Behavior Designer/Runtime/Actions')
29 files changed, 870 insertions, 0 deletions
diff --git a/Client/Assets/Behavior Designer/Runtime/Actions/BehaviorTreeReference.cs b/Client/Assets/Behavior Designer/Runtime/Actions/BehaviorTreeReference.cs new file mode 100644 index 00000000..5bf87b40 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Actions/BehaviorTreeReference.cs @@ -0,0 +1,17 @@ +using UnityEngine;
+
+namespace BehaviorDesigner.Runtime.Tasks
+{
+ // Wrapper class for the Behavior Reference task. The Behavior Tree Reference task allows you to run another behavior tree within the current behavior tree.
+ // One use for this task is if you have an unit that plays a series of tasks to attack. You may want the unit to attack at different points within
+ // the behavior tree, and you want that attack to always be the same. Instead of copying and pasting the same tasks over and over you can just use
+ // an external behavior and then the tasks are always guaranteed to be the same. This example is demonstrated in the RTS sample project located at
+ // http://www.opsive.com/assets/BehaviorDesigner/samples.php.
+ [TaskDescription("Behavior Tree Reference allows you to run another behavior tree within the current behavior tree.")]
+ [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=53")]
+ [TaskIcon("BehaviorTreeReferenceIcon.png")]
+ public class BehaviorTreeReference : BehaviorReference
+ {
+ // intentionally left blank - subclass of BehaviorReference
+ }
+}
\ No newline at end of file diff --git a/Client/Assets/Behavior Designer/Runtime/Actions/BehaviorTreeReference.cs.meta b/Client/Assets/Behavior Designer/Runtime/Actions/BehaviorTreeReference.cs.meta new file mode 100644 index 00000000..f81a791a --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Actions/BehaviorTreeReference.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2
+guid: af7b6fcbc7258f34aad1bb82b5b3fdc8
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
diff --git a/Client/Assets/Behavior Designer/Runtime/Actions/Idle.cs b/Client/Assets/Behavior Designer/Runtime/Actions/Idle.cs new file mode 100644 index 00000000..04574a79 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Actions/Idle.cs @@ -0,0 +1,15 @@ +using UnityEngine;
+
+namespace BehaviorDesigner.Runtime.Tasks
+{
+ [TaskDescription("Returns a TaskStatus of running. Will only stop when interrupted or a conditional abort is triggered.")]
+ [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=112")]
+ [TaskIcon("{SkinColor}IdleIcon.png")]
+ public class Idle : Action
+ {
+ public override TaskStatus OnUpdate()
+ {
+ return TaskStatus.Running;
+ }
+ }
+}
\ No newline at end of file diff --git a/Client/Assets/Behavior Designer/Runtime/Actions/Idle.cs.meta b/Client/Assets/Behavior Designer/Runtime/Actions/Idle.cs.meta new file mode 100644 index 00000000..6b5a4977 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Actions/Idle.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2
+guid: 759252a4ffada80419ef06ce1c625246
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
diff --git a/Client/Assets/Behavior Designer/Runtime/Actions/Log.cs b/Client/Assets/Behavior Designer/Runtime/Actions/Log.cs new file mode 100644 index 00000000..b3ce1f2a --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Actions/Log.cs @@ -0,0 +1,33 @@ +using UnityEngine;
+
+namespace BehaviorDesigner.Runtime.Tasks
+{
+ [TaskDescription("Log is a simple task which will output the specified text and return success. It can be used for debugging.")]
+ [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=16")]
+ [TaskIcon("{SkinColor}LogIcon.png")]
+ public class Log : Action
+ {
+ [Tooltip("Text to output to the log")]
+ public SharedString text;
+ [Tooltip("Is this text an error?")]
+ public SharedBool logError;
+
+ public override TaskStatus OnUpdate()
+ {
+ // Log the text and return success
+ //if (logError.Value) {
+ // Debug.LogError(text);
+ //} else {
+ // Debug.Log(text);
+ //}
+ return TaskStatus.Success;
+ }
+
+ public override void OnReset()
+ {
+ // Reset the properties back to their original values
+ text = "";
+ logError = false;
+ }
+ }
+}
\ No newline at end of file diff --git a/Client/Assets/Behavior Designer/Runtime/Actions/Log.cs.meta b/Client/Assets/Behavior Designer/Runtime/Actions/Log.cs.meta new file mode 100644 index 00000000..31b9601b --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Actions/Log.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2
+guid: d53794347878c7c479da37533dce2024
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
diff --git a/Client/Assets/Behavior Designer/Runtime/Actions/PerformInterruption.cs b/Client/Assets/Behavior Designer/Runtime/Actions/PerformInterruption.cs new file mode 100644 index 00000000..05c20a68 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Actions/PerformInterruption.cs @@ -0,0 +1,29 @@ +namespace BehaviorDesigner.Runtime.Tasks
+{
+ [TaskDescription("Perform the actual interruption. This will immediately stop the specified tasks from running and will return success or failure depending on the value of interrupt success.")]
+ [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=17")]
+ [TaskIcon("{SkinColor}PerformInterruptionIcon.png")]
+ public class PerformInterruption : Action
+ {
+ [Tooltip("The list of tasks to interrupt. Can be any number of tasks")]
+ public Interrupt[] interruptTasks;
+ [Tooltip("When we interrupt the task should we return a task status of success?")]
+ public SharedBool interruptSuccess;
+
+ public override TaskStatus OnUpdate()
+ {
+ // Loop through all of the tasks and fire an interruption. Once complete return success.
+ for (int i = 0; i < interruptTasks.Length; ++i) {
+ interruptTasks[i].DoInterrupt(interruptSuccess.Value ? TaskStatus.Success : TaskStatus.Failure);
+ }
+ return TaskStatus.Success;
+ }
+
+ public override void OnReset()
+ {
+ // Reset the properties back to their original values.
+ interruptTasks = null;
+ interruptSuccess = false;
+ }
+ }
+}
\ No newline at end of file diff --git a/Client/Assets/Behavior Designer/Runtime/Actions/PerformInterruption.cs.meta b/Client/Assets/Behavior Designer/Runtime/Actions/PerformInterruption.cs.meta new file mode 100644 index 00000000..028b3699 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Actions/PerformInterruption.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2
+guid: 72d2d6051b23e86468e2f715f044dad8
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
diff --git a/Client/Assets/Behavior Designer/Runtime/Actions/Reflection.meta b/Client/Assets/Behavior Designer/Runtime/Actions/Reflection.meta new file mode 100644 index 00000000..ee7a8834 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Actions/Reflection.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2
+guid: 70f925868ab5ebe4cbc702810c2c5857
+folderAsset: yes
+DefaultImporter:
+ userData:
diff --git a/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/GetFieldValue.cs b/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/GetFieldValue.cs new file mode 100644 index 00000000..1a4631a1 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/GetFieldValue.cs @@ -0,0 +1,58 @@ +using UnityEngine;
+using System;
+using System.Reflection;
+
+namespace BehaviorDesigner.Runtime.Tasks
+{
+ [TaskDescription("Gets the value from the field specified. Returns success if the field was retrieved.")]
+ [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=147")]
+ [TaskCategory("Reflection")]
+ [TaskIcon("{SkinColor}ReflectionIcon.png")]
+ public class GetFieldValue : Action
+ {
+ [Tooltip("The GameObject to get the field on")]
+ public SharedGameObject targetGameObject;
+ [Tooltip("The component to get the field on")]
+ public SharedString componentName;
+ [Tooltip("The name of the field")]
+ public SharedString fieldName;
+ [Tooltip("The value of the field")]
+ [RequiredField]
+ public SharedVariable fieldValue;
+
+ public override TaskStatus OnUpdate()
+ {
+ if (fieldValue == null) {
+ //Debug.LogWarning("Unable to get field - field value is null");
+ return TaskStatus.Failure;
+ }
+
+ var type = TaskUtility.GetTypeWithinAssembly(componentName.Value);
+ if (type == null) {
+ //Debug.LogWarning("Unable to get field - type is null");
+ return TaskStatus.Failure;
+ }
+
+ var component = GetDefaultGameObject(targetGameObject.Value).GetComponent(type);
+ if (component == null) {
+ //Debug.LogWarning("Unable to get the field with component " + componentName.Value);
+ return TaskStatus.Failure;
+ }
+
+ // If you are receiving a compiler error on the Windows Store platform see this topic:
+ // http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=46
+ var field = component.GetType().GetField(fieldName.Value);
+ fieldValue.SetValue(field.GetValue(component));
+
+ return TaskStatus.Success;
+ }
+
+ public override void OnReset()
+ {
+ targetGameObject = null;
+ componentName = null;
+ fieldName = null;
+ fieldValue = null;
+ }
+ }
+}
\ No newline at end of file diff --git a/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/GetFieldValue.cs.meta b/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/GetFieldValue.cs.meta new file mode 100644 index 00000000..34bf75c3 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/GetFieldValue.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2
+guid: bc317dd7feb2085499edb0d0c4604640
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
diff --git a/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/GetPropertyValue.cs b/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/GetPropertyValue.cs new file mode 100644 index 00000000..63e50c26 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/GetPropertyValue.cs @@ -0,0 +1,58 @@ +using UnityEngine;
+using System;
+using System.Reflection;
+
+namespace BehaviorDesigner.Runtime.Tasks
+{
+ [TaskDescription("Gets the value from the property specified. Returns success if the property was retrieved.")]
+ [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=148")]
+ [TaskCategory("Reflection")]
+ [TaskIcon("{SkinColor}ReflectionIcon.png")]
+ public class GetPropertyValue : Action
+ {
+ [Tooltip("The GameObject to get the property of")]
+ public SharedGameObject targetGameObject;
+ [Tooltip("The component to get the property of")]
+ public SharedString componentName;
+ [Tooltip("The name of the property")]
+ public SharedString propertyName;
+ [Tooltip("The value of the property")]
+ [RequiredField]
+ public SharedVariable propertyValue;
+
+ public override TaskStatus OnUpdate()
+ {
+ if (propertyValue == null) {
+ //Debug.LogWarning("Unable to get property - property value is null");
+ return TaskStatus.Failure;
+ }
+
+ var type = TaskUtility.GetTypeWithinAssembly(componentName.Value);
+ if (type == null) {
+ //Debug.LogWarning("Unable to get property - type is null");
+ return TaskStatus.Failure;
+ }
+
+ var component = GetDefaultGameObject(targetGameObject.Value).GetComponent(type);
+ if (component == null) {
+ //Debug.LogWarning("Unable to get the property with component " + componentName.Value);
+ return TaskStatus.Failure;
+ }
+
+ // If you are receiving a compiler error on the Windows Store platform see this topic:
+ // http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=46
+ var property = component.GetType().GetProperty(propertyName.Value);
+ propertyValue.SetValue(property.GetValue(component, null));
+
+ return TaskStatus.Success;
+ }
+
+ public override void OnReset()
+ {
+ targetGameObject = null;
+ componentName = null;
+ propertyName = null;
+ propertyValue = null;
+ }
+ }
+}
\ No newline at end of file diff --git a/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/GetPropertyValue.cs.meta b/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/GetPropertyValue.cs.meta new file mode 100644 index 00000000..587385b3 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/GetPropertyValue.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2
+guid: dda9c9b7c6ff2ee4f95a2e208cddae64
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
diff --git a/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/InvokeMethod.cs b/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/InvokeMethod.cs new file mode 100644 index 00000000..5780c350 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/InvokeMethod.cs @@ -0,0 +1,86 @@ +using UnityEngine;
+using System;
+using System.Collections.Generic;
+using System.Reflection;
+
+namespace BehaviorDesigner.Runtime.Tasks
+{
+ [TaskDescription("Invokes the specified method with the specified parameters. Can optionally store the return value. Returns success if the method was invoked.")]
+ [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=145")]
+ [TaskCategory("Reflection")]
+ [TaskIcon("{SkinColor}ReflectionIcon.png")]
+ public class InvokeMethod : Action
+ {
+ [Tooltip("The GameObject to invoke the method on")]
+ public SharedGameObject targetGameObject;
+ [Tooltip("The component to invoke the method on")]
+ public SharedString componentName;
+ [Tooltip("The name of the method")]
+ public SharedString methodName;
+ [Tooltip("The first parameter of the method")]
+ public SharedVariable parameter1;
+ [Tooltip("The second parameter of the method")]
+ public SharedVariable parameter2;
+ [Tooltip("The third parameter of the method")]
+ public SharedVariable parameter3;
+ [Tooltip("The fourth parameter of the method")]
+ public SharedVariable parameter4;
+ [Tooltip("Store the result of the invoke call")]
+ public SharedVariable storeResult;
+
+ public override TaskStatus OnUpdate()
+ {
+ var type = TaskUtility.GetTypeWithinAssembly(componentName.Value);
+ if (type == null) {
+ //Debug.LogWarning("Unable to invoke - type is null");
+ return TaskStatus.Failure;
+ }
+
+ var component = GetDefaultGameObject(targetGameObject.Value).GetComponent(type);
+ if (component == null) {
+ //Debug.LogWarning("Unable to invoke method with component " + componentName.Value);
+ return TaskStatus.Failure;
+ }
+
+ var parameterList = new List<object>();
+ var parameterTypeList = new List<Type>();
+ SharedVariable sharedVariable = null;
+ for (int i = 0; i < 4; ++i) {
+ var parameterField = GetType().GetField("parameter" + (i + 1));
+ if ((sharedVariable = parameterField.GetValue(this) as SharedVariable) != null) {
+ parameterList.Add(sharedVariable.GetValue());
+ parameterTypeList.Add(sharedVariable.GetType().GetProperty("Value").PropertyType);
+ } else {
+ break;
+ }
+ }
+ // If you are receiving a compiler error on the Windows Store platform see this topic:
+ // http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=46
+ var methodInfo = component.GetType().GetMethod(methodName.Value, parameterTypeList.ToArray());
+
+ if (methodInfo == null) {
+ //Debug.LogWarning("Unable to invoke method " + methodName.Value + " on component " + componentName.Value);
+ return TaskStatus.Failure;
+ }
+
+ var result = methodInfo.Invoke(component, parameterList.ToArray());
+ if (storeResult != null) {
+ storeResult.SetValue(result);
+ }
+
+ return TaskStatus.Success;
+ }
+
+ public override void OnReset()
+ {
+ targetGameObject = null;
+ componentName = null;
+ methodName = null;
+ parameter1 = null;
+ parameter2 = null;
+ parameter3 = null;
+ parameter4 = null;
+ storeResult = null;
+ }
+ }
+}
\ No newline at end of file diff --git a/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/InvokeMethod.cs.meta b/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/InvokeMethod.cs.meta new file mode 100644 index 00000000..eed4a86a --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/InvokeMethod.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2
+guid: 359bd67578f53034ab2eb00e7696d317
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+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
diff --git a/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/SetFieldValue.cs b/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/SetFieldValue.cs new file mode 100644 index 00000000..c0c9e2f0 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/SetFieldValue.cs @@ -0,0 +1,57 @@ +using UnityEngine;
+using System;
+using System.Reflection;
+
+namespace BehaviorDesigner.Runtime.Tasks
+{
+ [TaskDescription("Sets the field to the value specified. Returns success if the field was set.")]
+ [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=149")]
+ [TaskCategory("Reflection")]
+ [TaskIcon("{SkinColor}ReflectionIcon.png")]
+ public class SetFieldValue : Action
+ {
+ [Tooltip("The GameObject to set the field on")]
+ public SharedGameObject targetGameObject;
+ [Tooltip("The component to set the field on")]
+ public SharedString componentName;
+ [Tooltip("The name of the field")]
+ public SharedString fieldName;
+ [Tooltip("The value to set")]
+ public SharedVariable fieldValue;
+
+ public override TaskStatus OnUpdate()
+ {
+ if (fieldValue == null) {
+ //Debug.LogWarning("Unable to get field - field value is null");
+ return TaskStatus.Failure;
+ }
+
+ var type = TaskUtility.GetTypeWithinAssembly(componentName.Value);
+ if (type == null) {
+ //Debug.LogWarning("Unable to set field - type is null");
+ return TaskStatus.Failure;
+ }
+
+ var component = GetDefaultGameObject(targetGameObject.Value).GetComponent(type);
+ if (component == null) {
+ //Debug.LogWarning("Unable to set the field with component " + componentName.Value);
+ return TaskStatus.Failure;
+ }
+
+ // If you are receiving a compiler error on the Windows Store platform see this topic:
+ // http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=46
+ var field = component.GetType().GetField(fieldName.Value);
+ field.SetValue(component, fieldValue.GetValue());
+
+ return TaskStatus.Success;
+ }
+
+ public override void OnReset()
+ {
+ targetGameObject = null;
+ componentName = null;
+ fieldName = null;
+ fieldValue = null;
+ }
+ }
+}
\ No newline at end of file diff --git a/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/SetFieldValue.cs.meta b/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/SetFieldValue.cs.meta new file mode 100644 index 00000000..433a991c --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/SetFieldValue.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2
+guid: 21e389787213ba24ab1a6817def634ae
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
diff --git a/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/SetPropertyValue.cs b/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/SetPropertyValue.cs new file mode 100644 index 00000000..570aefb0 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/SetPropertyValue.cs @@ -0,0 +1,57 @@ +using UnityEngine;
+using System;
+using System.Reflection;
+
+namespace BehaviorDesigner.Runtime.Tasks
+{
+ [TaskDescription("Sets the property to the value specified. Returns success if the property was set.")]
+ [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=150")]
+ [TaskCategory("Reflection")]
+ [TaskIcon("{SkinColor}ReflectionIcon.png")]
+ public class SetPropertyValue : Action
+ {
+ [Tooltip("The GameObject to set the property on")]
+ public SharedGameObject targetGameObject;
+ [Tooltip("The component to set the property on")]
+ public SharedString componentName;
+ [Tooltip("The name of the property")]
+ public SharedString propertyName;
+ [Tooltip("The value to set")]
+ public SharedVariable propertyValue;
+
+ public override TaskStatus OnUpdate()
+ {
+ if (propertyValue == null) {
+ //Debug.LogWarning("Unable to get field - field value is null");
+ return TaskStatus.Failure;
+ }
+
+ var type = TaskUtility.GetTypeWithinAssembly(componentName.Value);
+ if (type == null) {
+ //Debug.LogWarning("Unable to set property - type is null");
+ return TaskStatus.Failure;
+ }
+
+ var component = GetDefaultGameObject(targetGameObject.Value).GetComponent(type);
+ if (component == null) {
+ //Debug.LogWarning("Unable to set the property with component " + componentName.Value);
+ return TaskStatus.Failure;
+ }
+
+ // If you are receiving a compiler error on the Windows Store platform see this topic:
+ // http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=46
+ var property = component.GetType().GetProperty(propertyName.Value);
+ property.SetValue(component, propertyValue.GetValue(), null);
+
+ return TaskStatus.Success;
+ }
+
+ public override void OnReset()
+ {
+ targetGameObject = null;
+ componentName = null;
+ propertyName = null;
+ propertyValue = null;
+ }
+ }
+}
\ No newline at end of file diff --git a/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/SetPropertyValue.cs.meta b/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/SetPropertyValue.cs.meta new file mode 100644 index 00000000..012823b6 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Actions/Reflection/SetPropertyValue.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2
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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 diff --git a/Client/Assets/Behavior Designer/Runtime/Actions/RestartBehaviorTree.cs.meta b/Client/Assets/Behavior Designer/Runtime/Actions/RestartBehaviorTree.cs.meta new file mode 100644 index 00000000..d1110668 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Actions/RestartBehaviorTree.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2
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diff --git a/Client/Assets/Behavior Designer/Runtime/Actions/SendEvent.cs b/Client/Assets/Behavior Designer/Runtime/Actions/SendEvent.cs new file mode 100644 index 00000000..76007309 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Actions/SendEvent.cs @@ -0,0 +1,73 @@ +using UnityEngine;
+
+namespace BehaviorDesigner.Runtime.Tasks
+{
+ [TaskDescription("Sends an event to the behavior tree, returns success after sending the event.")]
+ [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=121")]
+ [TaskIcon("{SkinColor}SendEventIcon.png")]
+ public class SendEvent : Action
+ {
+ [Tooltip("The GameObject of the behavior tree that should have the event sent to it. If null use the current behavior")]
+ public SharedGameObject targetGameObject;
+ [Tooltip("The event to send")]
+ public SharedString eventName;
+ [Tooltip("The group of the behavior tree that the event should be sent to")]
+ public SharedInt group;
+ [Tooltip("Optionally specify a first argument to send")]
+ [SharedRequired]
+ public SharedVariable argument1;
+ [Tooltip("Optionally specify a second argument to send")]
+ [SharedRequired]
+ public SharedVariable argument2;
+ [Tooltip("Optionally specify a third argument to send")]
+ [SharedRequired]
+ public SharedVariable argument3;
+
+ private BehaviorTree behaviorTree;
+
+ public override void OnStart()
+ {
+ var behaviorTrees = GetDefaultGameObject(targetGameObject.Value).GetComponents<BehaviorTree>();
+ if (behaviorTrees.Length == 1) {
+ behaviorTree = behaviorTrees[0];
+ } else if (behaviorTrees.Length > 1) {
+ for (int i = 0; i < behaviorTrees.Length; ++i) {
+ if (behaviorTrees[i].Group == group.Value) {
+ behaviorTree = behaviorTrees[i];
+ break;
+ }
+ }
+ // If the group can't be found then use the first behavior tree
+ if (behaviorTree == null) {
+ behaviorTree = behaviorTrees[0];
+ }
+ }
+ }
+
+ public override TaskStatus OnUpdate()
+ {
+ // Send the event and return success
+ if (argument1 == null || argument1.IsNone) {
+ behaviorTree.SendEvent(eventName.Value);
+ } else {
+ if (argument2 == null || argument2.IsNone) {
+ behaviorTree.SendEvent<object>(eventName.Value, argument1.GetValue());
+ } else {
+ if (argument3 == null || argument3.IsNone) {
+ behaviorTree.SendEvent<object, object>(eventName.Value, argument1.GetValue(), argument2.GetValue());
+ } else {
+ behaviorTree.SendEvent<object, object, object>(eventName.Value, argument1.GetValue(), argument2.GetValue(), argument3.GetValue());
+ }
+ }
+ }
+ return TaskStatus.Success;
+ }
+
+ public override void OnReset()
+ {
+ // Reset the properties back to their original values
+ targetGameObject = null;
+ eventName = "";
+ }
+ }
+}
\ No newline at end of file diff --git a/Client/Assets/Behavior Designer/Runtime/Actions/SendEvent.cs.meta b/Client/Assets/Behavior Designer/Runtime/Actions/SendEvent.cs.meta new file mode 100644 index 00000000..82bd42cd --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Actions/SendEvent.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2
+guid: 53b90428a37913c40b6d415ced4e12f9
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
diff --git a/Client/Assets/Behavior Designer/Runtime/Actions/StartBehaviorTree.cs b/Client/Assets/Behavior Designer/Runtime/Actions/StartBehaviorTree.cs new file mode 100644 index 00000000..e817713a --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Actions/StartBehaviorTree.cs @@ -0,0 +1,90 @@ +using UnityEngine;
+
+namespace BehaviorDesigner.Runtime.Tasks
+{
+ [TaskDescription("Start a new behavior tree and return success after it has been started.")]
+ [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=20")]
+ [TaskIcon("{SkinColor}StartBehaviorTreeIcon.png")]
+ public class StartBehaviorTree : Action
+ {
+ [Tooltip("The GameObject of the behavior tree that should be started. If null use the current behavior")]
+ public SharedGameObject behaviorGameObject;
+ [Tooltip("The group of the behavior tree that should be started")]
+ public SharedInt group;
+ [Tooltip("Should this task wait for the behavior tree to complete?")]
+ public SharedBool waitForCompletion = false;
+ [Tooltip("Should the variables be synchronized?")]
+ public SharedBool synchronizeVariables;
+
+ private bool behaviorComplete;
+ 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];
+ }
+ }
+
+ if (behavior != null) {
+ var variables = Owner.GetAllVariables();
+ for (int i = 0; i < variables.Count; ++i) {
+ behavior.SetVariable(variables[i].Name, variables[i]);
+ }
+
+ behavior.EnableBehavior();
+
+ if (waitForCompletion.Value) {
+ behaviorComplete = false;
+ behavior.OnBehaviorEnd += BehaviorEnded;
+ }
+ }
+ }
+
+ public override TaskStatus OnUpdate()
+ {
+ if (behavior == null) {
+ return TaskStatus.Failure;
+ }
+
+ // Return a status of running if we are waiting for the behavior tree to end and it hasn't ended yet
+ if (waitForCompletion.Value && !behaviorComplete) {
+ return TaskStatus.Running;
+ }
+
+ return TaskStatus.Success;
+ }
+
+ private void BehaviorEnded()
+ {
+ behaviorComplete = true;
+ }
+
+ public override void OnEnd()
+ {
+ if (behavior != null && waitForCompletion.Value) {
+ behavior.OnBehaviorEnd -= BehaviorEnded;
+ }
+ }
+
+ public override void OnReset()
+ {
+ // Reset the properties back to their original values.
+ behaviorGameObject = null;
+ group = 0;
+ waitForCompletion = false;
+ synchronizeVariables = false;
+ }
+ }
+}
\ No newline at end of file diff --git a/Client/Assets/Behavior Designer/Runtime/Actions/StartBehaviorTree.cs.meta b/Client/Assets/Behavior Designer/Runtime/Actions/StartBehaviorTree.cs.meta new file mode 100644 index 00000000..e62076c2 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Actions/StartBehaviorTree.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2
+guid: bc3d67c80371297439385b30f4be506c
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
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;
+ }
+ }
+}
\ No newline at end of file diff --git a/Client/Assets/Behavior Designer/Runtime/Actions/StopBehaviorTree.cs.meta b/Client/Assets/Behavior Designer/Runtime/Actions/StopBehaviorTree.cs.meta new file mode 100644 index 00000000..6f958c5e --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Actions/StopBehaviorTree.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2
+guid: 130afc7e6aa6e0c4aba29097334aa66b
+MonoImporter:
+ serializedVersion: 2
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+ icon: {instanceID: 0}
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diff --git a/Client/Assets/Behavior Designer/Runtime/Actions/Wait.cs b/Client/Assets/Behavior Designer/Runtime/Actions/Wait.cs new file mode 100644 index 00000000..41f77a21 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Actions/Wait.cs @@ -0,0 +1,67 @@ +using UnityEngine;
+
+namespace BehaviorDesigner.Runtime.Tasks
+{
+ [TaskDescription("Wait a specified amount of time. The task will return running until the task is done waiting. It will return success after the wait time has elapsed.")]
+ [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=22")]
+ [TaskIcon("{SkinColor}WaitIcon.png")]
+ public class Wait : Action
+ {
+ [Tooltip("The amount of time to wait")]
+ public SharedFloat waitTime = 1;
+ [Tooltip("Should the wait be randomized?")]
+ public SharedBool randomWait = false;
+ [Tooltip("The minimum wait time if random wait is enabled")]
+ public SharedFloat randomWaitMin = 1;
+ [Tooltip("The maximum wait time if random wait is enabled")]
+ public SharedFloat randomWaitMax = 1;
+
+ // The time to wait
+ private float waitDuration;
+ // The time that the task started to wait.
+ private float startTime;
+ // Remember the time that the task is paused so the time paused doesn't contribute to the wait time.
+ private float pauseTime;
+
+ public override void OnStart()
+ {
+ // Remember the start time.
+ startTime = Time.time;
+ if (randomWait.Value) {
+ waitDuration = Random.Range(randomWaitMin.Value, randomWaitMax.Value);
+ } else {
+ waitDuration = waitTime.Value;
+ }
+ }
+
+ public override TaskStatus OnUpdate()
+ {
+ // The task is done waiting if the time waitDuration has elapsed since the task was started.
+ if (startTime + waitDuration < Time.time) {
+ return TaskStatus.Success;
+ }
+ // Otherwise we are still waiting.
+ return TaskStatus.Running;
+ }
+
+ public override void OnPause(bool paused)
+ {
+ if (paused) {
+ // Remember the time that the behavior was paused.
+ pauseTime = Time.time;
+ } else {
+ // Add the difference between Time.time and pauseTime to figure out a new start time.
+ startTime += (Time.time - pauseTime);
+ }
+ }
+
+ public override void OnReset()
+ {
+ // Reset the public properties back to their original values
+ waitTime = 1;
+ randomWait = false;
+ randomWaitMin = 1;
+ randomWaitMax = 1;
+ }
+ }
+}
\ No newline at end of file diff --git a/Client/Assets/Behavior Designer/Runtime/Actions/Wait.cs.meta b/Client/Assets/Behavior Designer/Runtime/Actions/Wait.cs.meta new file mode 100644 index 00000000..85bfa79a --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Actions/Wait.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2
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+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
|