namespace BehaviorDesigner.Runtime.Tasks { [TaskDescription("Similar to the sequence task, the parallel task will run each child task until a child task returns failure. " + "The difference is that the parallel task will run all of its children tasks simultaneously versus running each task one at a time. " + "Like the sequence class, the parallel task will return success once all of its children tasks have return success. " + "If one tasks returns failure the parallel task will end all of the child tasks and return failure.")] [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=27")] [TaskIcon("{SkinColor}ParallelIcon.png")] public class Parallel : Composite { // The index of the child that is currently running or is about to run. private int currentChildIndex; // The task status of every child task. private TaskStatus[] executionStatus; public override void OnAwake() { // Create a new task status array that will hold the execution status of all of the children tasks. executionStatus = new TaskStatus[children.Count]; } public override void OnChildStarted(int childIndex) { // One of the children has started to run. Increment the child index and set the current task status of that child to running. currentChildIndex++; executionStatus[childIndex] = TaskStatus.Running; } public override bool CanRunParallelChildren() { // This task can run parallel children. return true; } public override int CurrentChildIndex() { return currentChildIndex; } public override bool CanExecute() { // We can continue executing if we have more children that haven't been started yet. return currentChildIndex < children.Count; } public override void OnChildExecuted(int childIndex, TaskStatus childStatus) { // One of the children has finished running. Set the task status. executionStatus[childIndex] = childStatus; } public override TaskStatus OverrideStatus(TaskStatus status) { // Assume all of the children have finished executing. Loop through the execution status of every child and check to see if any tasks are currently running // or failed. If a task is still running then all of the children are not done executing and the parallel task should continue to return a task status of running. // If a task failed then return failure. The Behavior Manager will stop all of the children tasks. If no child task is running or has failed then the parallel // task succeeded and it will return success. bool childrenComplete = true; for (int i = 0; i < executionStatus.Length; ++i) { if (executionStatus[i] == TaskStatus.Running) { childrenComplete = false; } else if (executionStatus[i] == TaskStatus.Failure) { return TaskStatus.Failure; } } return (childrenComplete ? TaskStatus.Success : TaskStatus.Running); } public override void OnConditionalAbort(int childIndex) { // Start from the beginning on an abort currentChildIndex = 0; for (int i = 0; i < executionStatus.Length; ++i) { executionStatus[i] = TaskStatus.Inactive; } } public override void OnEnd() { // Reset the execution status and the child index back to their starting values. for (int i = 0; i < executionStatus.Length; ++i) { executionStatus[i] = TaskStatus.Inactive; } currentChildIndex = 0; } } }