45 lines
1.8 KiB
C#
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namespace BehaviorDesigner.Runtime.Tasks
{
[TaskDescription("The sequence task is similar to an \"and\" operation. It will return failure as soon as one of its child tasks return failure. " +
"If a child task returns success then it will sequentially run the next task. If all child tasks return success then it will return success.")]
[TaskIcon("{SkinColor}SequenceIcon.png")]
public class Sequence : Composite
{
// The index of the child that is currently running or is about to run.
private int currentChildIndex = 0;
// The task status of the last child ran.
private TaskStatus executionStatus = TaskStatus.Inactive;
public override int CurrentChildIndex()
{
return currentChildIndex;
}
public override bool CanExecute()
{
// We can continue to execuate as long as we have children that haven't been executed and no child has returned failure.
return currentChildIndex < children.Count && executionStatus != TaskStatus.Failure;
}
public override void OnChildExecuted(TaskStatus childStatus)
{
// Increase the child index and update the execution status after a child has finished running.
currentChildIndex++;
executionStatus = childStatus;
}
public override void OnConditionalAbort(int childIndex)
{
// Set the current child index to the index that caused the abort
currentChildIndex = childIndex;
executionStatus = TaskStatus.Inactive;
}
public override void OnEnd()
{
// All of the children have run. Reset the variables back to their starting values.
executionStatus = TaskStatus.Inactive;
currentChildIndex = 0;
}
}
}