Firstborn/Assets/RPG Creation Kit/Scripts/BehaviourTrees/Nodes/Execution/ActionNode.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using XNode;
using RPGCreationKit.BehaviourTree;
namespace RPGCreationKit.BehaviourTree
{
[CreateNodeMenu("RPGCK_BehaviourTree/ActionNode", order = 1)]
[System.Serializable]
public class ActionNode : BTNode
{
public string debugs = "";
public bool executionGoesWell = false;
public float startTime = 0;
public float timer = 0f;
// Use this for initialization
protected override void Init()
{
base.Init();
}
// Return the correct value of an output port when requested
public override object GetValue(NodePort port)
{
return null; // Replace this
}
public override NodeState Execute()
{
if (m_NodeState == NodeState.Success || m_NodeState == NodeState.Failure)
if (hasEvaluated == true)
return m_NodeState;
if (!STARTED)
OnStart();
startTime += 1 * Time.deltaTime;
if (startTime >= timer)
{
if(!string.IsNullOrEmpty(debugs))
Debug.Log(debugs);
m_NodeState = (executionGoesWell) ? NodeState.Success : NodeState.Failure;
return m_NodeState;
}
hasEvaluated = true;
m_NodeState = NodeState.Running;
return m_NodeState;
}
public override void ReEvaluate()
{
if (m_NodeState != NodeState.Running)
{
base.ReEvaluate();
OnStart();
}
}
public override void OnRemoveConnection(NodePort port)
{
base.OnRemoveConnection(port);
indexInSequence = -1;
}
public override void OnStart()
{
STARTED = true;
startTime = 0;
}
}
}