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