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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;
}
}
}
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