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/StartBehaviorTree.cs | 90 ++++++++++++++++++++++ 1 file changed, 90 insertions(+) create mode 100644 Client/Assets/Behavior Designer/Runtime/Actions/StartBehaviorTree.cs (limited to 'Client/Assets/Behavior Designer/Runtime/Actions/StartBehaviorTree.cs') 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(); + 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 -- cgit v1.1-26-g67d0