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using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks
{
[TaskDescription("Pause or disable a behavior tree and return success after it has been stopped.")]
[TaskIcon("{SkinColor}StopBehaviorTreeIcon.png")]
public class StopBehaviorTree : Action
{
[Tooltip("The GameObject of the behavior tree that should be stopped. If null use the current behavior")]
public SharedGameObject behaviorGameObject;
[Tooltip("The group of the behavior tree that should be stopped")]
public SharedInt group;
[Tooltip("Should the behavior be paused or completely disabled")]
public SharedBool pauseBehavior = false;
private Behavior behavior;
public override void OnStart()
{
var behaviorTrees = GetDefaultGameObject(behaviorGameObject.Value).GetComponents<Behavior>();
if (behaviorTrees.Length == 1) {
behavior = behaviorTrees[0];
} else if (behaviorTrees.Length > 1) {
for (int i = 0; i < behaviorTrees.Length; ++i) {
if (behaviorTrees[i].Group == group.Value) {
behavior = behaviorTrees[i];
break;
}
}
// If the group can't be found then use the first behavior tree
if (behavior == null) {
behavior = behaviorTrees[0];
}
}
}
public override TaskStatus OnUpdate()
{
if (behavior == null) {
return TaskStatus.Failure;
}
// Start the behavior and return success.
behavior.DisableBehavior(pauseBehavior.Value);
return TaskStatus.Success;
}
public override void OnReset()
{
// Reset the properties back to their original values
behaviorGameObject = null;
group = 0;
pauseBehavior = false;
}
}
}