55 lines
1.9 KiB
C#
55 lines
1.9 KiB
C#
![]() |
using UnityEngine;
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namespace BehaviorDesigner.Runtime.Tasks
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{
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[TaskDescription("Restarts a behavior tree, returns success after it has been restarted.")]
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[TaskIcon("{SkinColor}RestartBehaviorTreeIcon.png")]
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public class RestartBehaviorTree : Action
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{
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[Tooltip("The GameObject of the behavior tree that should be restarted. 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 restarted")]
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public SharedInt group;
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private Behavior behavior;
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public override void OnAwake()
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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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}
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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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// Stop the behavior tree
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behavior.DisableBehavior();
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// Start the behavior tree back up
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behavior.EnableBehavior();
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// Return success
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return TaskStatus.Success;
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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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behavior = null;
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}
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}
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}
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