
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 🥵🥵🥵🥵🥵
81 lines
3.0 KiB
C#
81 lines
3.0 KiB
C#
namespace BehaviorDesigner.Runtime.Tasks
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{
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[TaskDescription("Similar to the parallel selector task, except the parallel complete task will return the child status as soon as the child returns success or failure." +
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"The child tasks are executed simultaneously.")]
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[TaskIcon("{SkinColor}ParallelCompleteIcon.png")]
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public class ParallelComplete : 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;
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// The task status of every child task.
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private TaskStatus[] executionStatus;
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public override void OnAwake()
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{
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// Create a new task status array that will hold the execution status of all of the children tasks.
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executionStatus = new TaskStatus[children.Count];
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}
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public override void OnChildStarted(int childIndex)
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{
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// One of the children has started to run. Increment the child index and set the current task status of that child to running.
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currentChildIndex++;
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executionStatus[childIndex] = TaskStatus.Running;
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}
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public override bool CanRunParallelChildren()
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{
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// This task can run parallel children.
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return true;
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}
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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 executing if we have more children that haven't been started yet.
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return currentChildIndex < children.Count;
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}
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public override void OnChildExecuted(int childIndex, TaskStatus childStatus)
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{
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// One of the children has finished running. Set the task status.
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executionStatus[childIndex] = childStatus;
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}
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public override void OnConditionalAbort(int childIndex)
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{
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// Start from the beginning on an abort
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currentChildIndex = 0;
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for (int i = 0; i < executionStatus.Length; ++i) {
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executionStatus[i] = TaskStatus.Inactive;
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}
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}
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public override TaskStatus OverrideStatus(TaskStatus status)
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{
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if (currentChildIndex == 0) {
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return TaskStatus.Success;
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}
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// Return the child task's status as soon as a child task returns success or failure.
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for (int i = 0; i < currentChildIndex; ++i) {
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if (executionStatus[i] == TaskStatus.Success || executionStatus[i] == TaskStatus.Failure) {
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return executionStatus[i];
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}
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}
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return TaskStatus.Running;
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}
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public override void OnEnd()
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{
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// Reset the execution status and the child index back to their starting values.
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for (int i = 0; i < executionStatus.Length; ++i) {
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executionStatus[i] = TaskStatus.Inactive;
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}
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currentChildIndex = 0;
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}
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}
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} |