From 97da432c35b8c7aaf9dd2c39e2aa4b1f55f36065 Mon Sep 17 00:00:00 2001 From: chai Date: Wed, 27 Jan 2021 16:15:06 +0800 Subject: +behaviour designer --- .../Behavior Designer/Runtime/Actions/Wait.cs | 67 ++++++++++++++++++++++ 1 file changed, 67 insertions(+) create mode 100644 Client/Assets/Behavior Designer/Runtime/Actions/Wait.cs (limited to 'Client/Assets/Behavior Designer/Runtime/Actions/Wait.cs') 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 -- cgit v1.1-26-g67d0