Roman aa6e1ebe90 任务:创建项目,引入部分将会用到的插件和包
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

🥵🥵🥵🥵🥵
2021-11-21 15:14:51 +08:00

86 lines
3.8 KiB
C#

namespace BehaviorDesigner.Runtime.Tasks
{
[TaskDescription("Similar to the sequence task, the parallel task will run each child task until a child task returns failure. " +
"The difference is that the parallel task will run all of its children tasks simultaneously versus running each task one at a time. " +
"Like the sequence class, the parallel task will return success once all of its children tasks have return success. " +
"If one tasks returns failure the parallel task will end all of the child tasks and return failure.")]
[TaskIcon("{SkinColor}ParallelIcon.png")]
public class Parallel : Composite
{
// The index of the child that is currently running or is about to run.
private int currentChildIndex;
// The task status of every child task.
private TaskStatus[] executionStatus;
public override void OnAwake()
{
// Create a new task status array that will hold the execution status of all of the children tasks.
executionStatus = new TaskStatus[children.Count];
}
public override void OnChildStarted(int childIndex)
{
// One of the children has started to run. Increment the child index and set the current task status of that child to running.
currentChildIndex++;
executionStatus[childIndex] = TaskStatus.Running;
}
public override bool CanRunParallelChildren()
{
// This task can run parallel children.
return true;
}
public override int CurrentChildIndex()
{
return currentChildIndex;
}
public override bool CanExecute()
{
// We can continue executing if we have more children that haven't been started yet.
return currentChildIndex < children.Count;
}
public override void OnChildExecuted(int childIndex, TaskStatus childStatus)
{
// One of the children has finished running. Set the task status.
executionStatus[childIndex] = childStatus;
}
public override TaskStatus OverrideStatus(TaskStatus status)
{
// Assume all of the children have finished executing. Loop through the execution status of every child and check to see if any tasks are currently running
// or failed. If a task is still running then all of the children are not done executing and the parallel task should continue to return a task status of running.
// If a task failed then return failure. The Behavior Manager will stop all of the children tasks. If no child task is running or has failed then the parallel
// task succeeded and it will return success.
bool childrenComplete = true;
for (int i = 0; i < executionStatus.Length; ++i) {
if (executionStatus[i] == TaskStatus.Running) {
childrenComplete = false;
} else if (executionStatus[i] == TaskStatus.Failure) {
return TaskStatus.Failure;
}
}
return (childrenComplete ? TaskStatus.Success : TaskStatus.Running);
}
public override void OnConditionalAbort(int childIndex)
{
// Start from the beginning on an abort
currentChildIndex = 0;
for (int i = 0; i < executionStatus.Length; ++i) {
executionStatus[i] = TaskStatus.Inactive;
}
}
public override void OnEnd()
{
// Reset the execution status and the child index back to their starting values.
for (int i = 0; i < executionStatus.Length; ++i) {
executionStatus[i] = TaskStatus.Inactive;
}
currentChildIndex = 0;
}
}
}