From 97da432c35b8c7aaf9dd2c39e2aa4b1f55f36065 Mon Sep 17 00:00:00 2001 From: chai Date: Wed, 27 Jan 2021 16:15:06 +0800 Subject: +behaviour designer --- .../Runtime/Actions/RestartBehaviorTree.cs | 56 ++++++++++++++++++++++ 1 file changed, 56 insertions(+) create mode 100644 Client/Assets/Behavior Designer/Runtime/Actions/RestartBehaviorTree.cs (limited to 'Client/Assets/Behavior Designer/Runtime/Actions/RestartBehaviorTree.cs') 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(); + 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 -- cgit v1.1-26-g67d0