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using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks
{
[TaskDescription("Allows multiple action tasks to be added to a single node.")]
[TaskIcon("{SkinColor}StackedActionIcon.png")]
public class StackedAction : Action
{
[InspectTask]
public Action[] actions;
public enum ComparisonType
{
Sequence,
Selector
}
[Tooltip("Specifies if the tasks should be traversed with an AND (Sequence) or an OR (Selector).")]
public ComparisonType comparisonType;
[Tooltip("Should the tasks be labeled within the graph?")]
public bool graphLabel;
public override void OnAwake()
{
if (actions == null) {
return;
}
for (int i = 0; i < actions.Length; ++i) {
if (actions[i] == null) {
continue;
}
actions[i].GameObject = gameObject;
actions[i].Transform = transform;
actions[i].Owner = Owner;
actions[i].NodeData = new NodeData();
actions[i].OnAwake();
}
}
public override void OnStart()
{
if (actions == null) {
return;
}
for (int i = 0; i < actions.Length; ++i) {
if (actions[i] == null) {
continue;
}
actions[i].OnStart();
}
}
public override TaskStatus OnUpdate()
{
if (actions == null) {
return TaskStatus.Failure;
}
for (int i = 0; i < actions.Length; ++i) {
if (actions[i] == null) {
continue;
}
actions[i].NodeData.ExecutionStatus = actions[i].OnUpdate();
if (actions[i].NodeData.ExecutionStatus == TaskStatus.Running) {
Debug.LogWarning("Warning: The action task returned a status of running when action tasks should only return success or failure.");
}
if (comparisonType == ComparisonType.Sequence && actions[i].NodeData.ExecutionStatus == TaskStatus.Failure) {
return TaskStatus.Failure;
} else if (comparisonType == ComparisonType.Selector && actions[i].NodeData.ExecutionStatus == TaskStatus.Success) {
return TaskStatus.Success;
}
}
return comparisonType == ComparisonType.Sequence ? TaskStatus.Success : TaskStatus.Failure;
}
public override void OnFixedUpdate()
{
if (actions == null) {
return;
}
for (int i = 0; i < actions.Length; ++i) {
if (actions[i] == null) {
continue;
}
actions[i].OnFixedUpdate();
}
}
public override void OnLateUpdate()
{
if (actions == null) {
return;
}
for (int i = 0; i < actions.Length; ++i) {
if (actions[i] == null) {
continue;
}
actions[i].OnLateUpdate();
}
}
public override void OnEnd()
{
if (actions == null) {
return;
}
for (int i = 0; i < actions.Length; ++i) {
if (actions[i] == null) {
continue;
}
actions[i].OnEnd();
}
}
public override void OnTriggerEnter(Collider other)
{
if (actions == null) {
return;
}
for (int i = 0; i < actions.Length; ++i) {
if (actions[i] == null) {
continue;
}
actions[i].OnTriggerEnter(other);
}
}
public override void OnTriggerEnter2D(Collider2D other)
{
if (actions == null) {
return;
}
for (int i = 0; i < actions.Length; ++i) {
if (actions[i] == null) {
continue;
}
actions[i].OnTriggerEnter2D(other);
}
}
public override void OnTriggerExit(Collider other)
{
if (actions == null) {
return;
}
for (int i = 0; i < actions.Length; ++i) {
if (actions[i] == null) {
continue;
}
actions[i].OnTriggerExit(other);
}
}
public override void OnTriggerExit2D(Collider2D other)
{
if (actions == null) {
return;
}
for (int i = 0; i < actions.Length; ++i) {
if (actions[i] == null) {
continue;
}
actions[i].OnTriggerExit2D(other);
}
}
public override void OnCollisionEnter(Collision collision)
{
if (actions == null) {
return;
}
for (int i = 0; i < actions.Length; ++i) {
if (actions[i] == null) {
continue;
}
actions[i].OnCollisionEnter(collision);
}
}
public override void OnCollisionEnter2D(Collision2D collision)
{
if (actions == null) {
return;
}
for (int i = 0; i < actions.Length; ++i) {
if (actions[i] == null) {
continue;
}
actions[i].OnCollisionEnter2D(collision);
}
}
public override void OnCollisionExit(Collision collision)
{
if (actions == null) {
return;
}
for (int i = 0; i < actions.Length; ++i) {
if (actions[i] == null) {
continue;
}
actions[i].OnCollisionExit(collision);
}
}
public override void OnCollisionExit2D(Collision2D collision)
{
if (actions == null) {
return;
}
for (int i = 0; i < actions.Length; ++i) {
if (actions[i] == null) {
continue;
}
actions[i].OnCollisionExit2D(collision);
}
}
public override string OnDrawNodeText()
{
if (actions == null || !graphLabel) {
return string.Empty;
}
var text = string.Empty;
for (int i = 0; i < actions.Length; ++i) {
if (actions[i] == null) {
continue;
}
if (!string.IsNullOrEmpty(text)) {
text += "\n";
}
text += actions[i].GetType().Name;
}
return text;
}
public override void OnReset()
{
if (actions == null) {
return;
}
for (int i = 0; i < actions.Length; ++i) {
if (actions[i] == null) {
continue;
}
actions[i].OnReset();
}
}
}
}