85 lines
2.1 KiB
C#
85 lines
2.1 KiB
C#
|
using System.Collections;
|
||
|
using System.Collections.Generic;
|
||
|
using UnityEngine;
|
||
|
using XNode;
|
||
|
using RPGCreationKit.BehaviourTree;
|
||
|
|
||
|
namespace RPGCreationKit.BehaviourTree
|
||
|
{
|
||
|
[CreateNodeMenu("RPGCK_BehaviourTree/Wait", order = 1)]
|
||
|
[System.Serializable]
|
||
|
public class WaitNode : BTNode
|
||
|
{
|
||
|
public string did = null;
|
||
|
public float startTime = 0.0f;
|
||
|
public float waitTime = 0.0f;
|
||
|
|
||
|
public bool randomizeWaitTime = false;
|
||
|
|
||
|
public float minWait = 0.0f;
|
||
|
public float maxWait = 1.0f;
|
||
|
|
||
|
// 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();
|
||
|
|
||
|
if(did == "debug")
|
||
|
{
|
||
|
//Debug.Log(this.GetInstanceID() + " -----" + (startTime + waitTime).ToString() + " | " + Time.time);
|
||
|
}
|
||
|
|
||
|
if (startTime + waitTime < Time.time)
|
||
|
{
|
||
|
m_NodeState = NodeState.Success;
|
||
|
STARTED = false;
|
||
|
hasEvaluated = true;
|
||
|
return m_NodeState;
|
||
|
}
|
||
|
|
||
|
m_NodeState = NodeState.Running;
|
||
|
return m_NodeState;
|
||
|
}
|
||
|
|
||
|
public override void ReEvaluate()
|
||
|
{
|
||
|
if (m_NodeState != NodeState.Running)
|
||
|
base.ReEvaluate();
|
||
|
}
|
||
|
|
||
|
|
||
|
public override void OnRemoveConnection(NodePort port)
|
||
|
{
|
||
|
base.OnRemoveConnection(port);
|
||
|
indexInSequence = -1;
|
||
|
}
|
||
|
|
||
|
public override void OnStart()
|
||
|
{
|
||
|
// Remember the start time.
|
||
|
startTime = Time.time;
|
||
|
|
||
|
if (randomizeWaitTime)
|
||
|
waitTime = Random.Range(minWait, maxWait);
|
||
|
|
||
|
STARTED = true;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
}
|