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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 = "";
}
}
}
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