Firstborn/Assets/RPG Creation Kit/Scripts/BehaviourTrees/Nodes/Execution/ResetBelowNode.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/Reset Below", order = 1)]
[System.Serializable]
public class ResetBelowNode : BTNode
{
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 int sortbyindex(BTNode a, BTNode b)
{
return a.indexInSequence.CompareTo(b.indexInSequence);
}
public override NodeState Execute()
{
if (m_NodeState == NodeState.Success || m_NodeState == NodeState.Failure)
if (hasEvaluated == true)
return m_NodeState;
if (!STARTED)
OnStart();
List<NodePort> endPorts = GetInputPort("input").GetConnection(0).node.GetOutputPort("outputs").GetConnections();
List<BTNode> nodes = new List<BTNode>();
for (int i = 0; i < endPorts.Count; i++)
nodes.Add((endPorts[i].node as BTNode));
nodes.Sort(sortbyindex);
for (int i = indexInSequence+1; i < nodes.Count; i++)
{
//Debug.Log("Resetting: " + ((nodes[i]) as BTNode) + " | " + ((nodes[i]) as BTNode).name);
((nodes[i]) as BTNode).m_NodeState = NodeState.Failure;
((nodes[i]) as BTNode).hasEvaluated = true;
((nodes[i]) as BTNode).ReEvaluate();
}
m_NodeState = NodeState.Success;
hasEvaluated = true;
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()
{
STARTED = true;
}
}
}