66 lines
2.3 KiB
C#
66 lines
2.3 KiB
C#
![]() |
using UnityEngine;
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namespace BehaviorDesigner.Runtime.Tasks
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{
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[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.")]
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[TaskIcon("{SkinColor}WaitIcon.png")]
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public class Wait : Action
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{
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[Tooltip("The amount of time to wait")]
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public SharedFloat waitTime = 1;
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[Tooltip("Should the wait be randomized?")]
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public SharedBool randomWait = false;
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[Tooltip("The minimum wait time if random wait is enabled")]
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public SharedFloat randomWaitMin = 1;
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[Tooltip("The maximum wait time if random wait is enabled")]
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public SharedFloat randomWaitMax = 1;
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// The time to wait
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private float waitDuration;
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// The time that the task started to wait.
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private float startTime;
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// Remember the time that the task is paused so the time paused doesn't contribute to the wait time.
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private float pauseTime;
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public override void OnStart()
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{
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// Remember the start time.
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startTime = Time.time;
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if (randomWait.Value) {
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waitDuration = Random.Range(randomWaitMin.Value, randomWaitMax.Value);
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} else {
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waitDuration = waitTime.Value;
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}
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}
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public override TaskStatus OnUpdate()
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{
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// The task is done waiting if the time waitDuration has elapsed since the task was started.
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if (startTime + waitDuration < Time.time) {
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return TaskStatus.Success;
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}
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// Otherwise we are still waiting.
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return TaskStatus.Running;
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}
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public override void OnPause(bool paused)
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{
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if (paused) {
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// Remember the time that the behavior was paused.
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pauseTime = Time.time;
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} else {
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// Add the difference between Time.time and pauseTime to figure out a new start time.
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startTime += (Time.time - pauseTime);
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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 public properties back to their original values
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waitTime = 1;
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randomWait = false;
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randomWaitMin = 1;
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randomWaitMax = 1;
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}
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}
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}
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