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namespace BehaviorDesigner.Runtime.Tasks
{
[TaskDescription("Evaluates the specified conditional task. If the conditional task returns success then the child task is run and the child status is returned. If the conditional task does not " +
"return success then the child task is not run and a failure status is immediately returned.")]
[HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=146")]
[TaskIcon("{SkinColor}ConditionalEvaluatorIcon.png")]
public class ConditionalEvaluator : Decorator
{
[Tooltip("Should the conditional task be reevaluated every tick?")]
public SharedBool reevaluate;
[InspectTask]
[Tooltip("The conditional task to evaluate")]
public Conditional conditionalTask;
// The status of the child after it has finished running.
private TaskStatus executionStatus = TaskStatus.Inactive;
private bool checkConditionalTask = true;
private bool conditionalTaskFailed = false;
public override void OnAwake()
{
if (conditionalTask != null) {
conditionalTask.Owner = Owner;
conditionalTask.GameObject = gameObject;
conditionalTask.Transform = transform;
conditionalTask.OnAwake();
}
}
public override void OnStart()
{
if (conditionalTask != null) {
conditionalTask.OnStart();
}
}
public override bool CanExecute()
{
// CanExecute is called when checking the condition within a while loop so it will be called at least twice. Ensure the conditional task is checked only once
if (checkConditionalTask) {
checkConditionalTask = false;
OnUpdate();
}
if (conditionalTaskFailed) {
return false;
}
return executionStatus == TaskStatus.Inactive || executionStatus == TaskStatus.Running;
}
public override bool CanReevaluate()
{
return reevaluate.Value;
}
public override TaskStatus OnUpdate()
{
var childStatus = conditionalTask.OnUpdate();
conditionalTaskFailed = conditionalTask == null || childStatus == TaskStatus.Failure;
return childStatus;
}
public override void OnChildExecuted(TaskStatus childStatus)
{
// Update the execution status after a child has finished running.
executionStatus = childStatus;
}
public override TaskStatus OverrideStatus()
{
// This version of OverrideStatus is called when the conditional evaluator fails reevaluation and has to stop all of its children.
// Therefore, the return status will always be failure
return TaskStatus.Failure;
}
public override TaskStatus OverrideStatus(TaskStatus status)
{
if (conditionalTaskFailed)
return TaskStatus.Failure;
return status;
}
public override void OnEnd()
{
// Reset the variables back to their starting values.
executionStatus = TaskStatus.Inactive;
checkConditionalTask = true;
conditionalTaskFailed = false;
if (conditionalTask != null) {
conditionalTask.OnEnd();
}
}
public override void OnReset()
{
// Reset the public properties back to their original values.
conditionalTask = null;
}
}
}
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