
1.引入URP 2.引入InputSystem 3.引入Fungus 4.引入DoTween 5.引入CinemaMachine 6.引入BehaviorTree 7.引入BehaviorTree动作包 8.配置了渲染管线资源 🥵🥵🥵🥵🥵
56 lines
2.0 KiB
C#
56 lines
2.0 KiB
C#
using UnityEngine;
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namespace BehaviorDesigner.Runtime.Tasks
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{
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[TaskDescription("Pause or disable a behavior tree and return success after it has been stopped.")]
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[TaskIcon("{SkinColor}StopBehaviorTreeIcon.png")]
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public class StopBehaviorTree : Action
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{
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[Tooltip("The GameObject of the behavior tree that should be stopped. 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 stopped")]
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public SharedInt group;
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[Tooltip("Should the behavior be paused or completely disabled")]
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public SharedBool pauseBehavior = false;
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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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}
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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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// Start the behavior and return success.
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behavior.DisableBehavior(pauseBehavior.Value);
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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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behaviorGameObject = null;
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group = 0;
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pauseBehavior = false;
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}
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}
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} |