90 lines
2.7 KiB
C#
90 lines
2.7 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using XNode;
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using RPGCreationKit.BehaviourTree;
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using RPGCreationKit.AI;
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using RPGCreationKit.BehaviourTree.Data;
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namespace RPGCreationKit.BehaviourTree
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{
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/// <summary>
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/// Allows the Invoking of a method with the attribute [BT_AIInvokable] from a BehaviourTree
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/// </summary>
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[CreateNodeMenu("RPGCK_BehaviourTree/Actions/AI/Get Property", order = 1)]
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[System.Serializable]
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public class AI_GetPropertyNode : BTNode
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{
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public string ComponentToGet = "RckAI";
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public string PropertyToGet;
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public BTVariable storedValue;
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// Use this for initialization
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protected override void Init()
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{
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base.Init();
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}
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// Return the correct value of an output port when requested
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public override object GetValue(NodePort port)
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{
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return null; // Replace this
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}
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public override void OnStart()
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{
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STARTED = true;
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storedValue = BTReference.SolveReference(this.graph as RPGCK_BT, storedValue.name);
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}
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public override NodeState Execute()
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{
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if (m_NodeState == NodeState.Success || m_NodeState == NodeState.Failure)
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if (hasEvaluated == true)
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return m_NodeState;
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if (!STARTED)
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OnStart();
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// Check if a storedValue exists
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if (storedValue == null)
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{
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Debug.Log("BehaviourTree : Tried to GetField but no storedValue was assigned. Node fails.");
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m_NodeState = NodeState.Failure;
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hasEvaluated = true;
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return m_NodeState;
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}
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var component = (this.graph as RPGCK_BT).owner.GetComponent<RckAI>();
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// Check if component exists
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if (component == null)
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{
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Debug.Log("BehaviourTree : Tried to GetField but the given Component: \"" + ComponentToGet + "\" was not found. Node fails.");
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m_NodeState = NodeState.Failure;
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hasEvaluated = true;
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return m_NodeState;
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}
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var field = component.GetType().GetProperty(PropertyToGet);
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storedValue.SetValue(field.GetValue(component));
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m_NodeState = NodeState.Success;
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hasEvaluated = true;
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return m_NodeState;
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}
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public override void OnRemoveConnection(NodePort port)
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{
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base.OnRemoveConnection(port);
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indexInSequence = -1;
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}
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public override void ReEvaluate()
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{
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if (m_NodeState != NodeState.Running)
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base.ReEvaluate();
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}
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}
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}
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