91 lines
3.1 KiB
C#
91 lines
3.1 KiB
C#
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using UnityEngine;
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namespace BehaviorDesigner.Runtime.Tasks
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{
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[TaskDescription("Start a new behavior tree and return success after it has been started.")]
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[TaskIcon("{SkinColor}StartBehaviorTreeIcon.png")]
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public class StartBehaviorTree : Action
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{
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[Tooltip("The GameObject of the behavior tree that should be started. If null use the current behavior")]
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public SharedGameObject behaviorGameObject;
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[Tooltip("The group of the behavior tree that should be started")]
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public SharedInt group;
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[Tooltip("Should this task wait for the behavior tree to complete?")]
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public SharedBool waitForCompletion = false;
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[Tooltip("Should the variables be synchronized?")]
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public SharedBool synchronizeVariables;
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private bool behaviorComplete;
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private Behavior behavior;
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public override void OnStart()
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{
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var behaviorTrees = GetDefaultGameObject(behaviorGameObject.Value).GetComponents<Behavior>();
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if (behaviorTrees.Length == 1) {
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behavior = behaviorTrees[0];
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} else if (behaviorTrees.Length > 1) {
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for (int i = 0; i < behaviorTrees.Length; ++i) {
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if (behaviorTrees[i].Group == group.Value) {
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behavior = behaviorTrees[i];
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break;
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}
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}
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// If the group can't be found then use the first behavior tree
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if (behavior == null) {
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behavior = behaviorTrees[0];
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}
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}
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if (behavior != null) {
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var variables = Owner.GetAllVariables();
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if (variables != null && synchronizeVariables.Value) {
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for (int i = 0; i < variables.Count; ++i) {
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behavior.SetVariableValue(variables[i].Name, variables[i]);
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}
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}
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behavior.EnableBehavior();
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if (waitForCompletion.Value) {
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behaviorComplete = false;
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behavior.OnBehaviorEnd += BehaviorEnded;
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}
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}
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}
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public override TaskStatus OnUpdate()
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{
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if (behavior == null) {
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return TaskStatus.Failure;
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}
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// Return a status of running if we are waiting for the behavior tree to end and it hasn't ended yet
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if (waitForCompletion.Value && !behaviorComplete) {
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return TaskStatus.Running;
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}
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return TaskStatus.Success;
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}
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private void BehaviorEnded(Behavior behavior)
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{
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behaviorComplete = true;
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}
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public override void OnEnd()
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{
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if (behavior != null && waitForCompletion.Value) {
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behavior.OnBehaviorEnd -= BehaviorEnded;
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}
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}
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public override void OnReset()
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{
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// Reset the properties back to their original values.
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behaviorGameObject = null;
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group = 0;
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waitForCompletion = false;
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synchronizeVariables = false;
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}
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}
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}
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