Firstborn/Assets/RPG Creation Kit/Scripts/BehaviourTrees/Nodes/Conditions/AIField_BoolCheckNode.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using XNode;
using RPGCreationKit.BehaviourTree;
using RPGCreationKit.AI;
using RPGCreationKit.BehaviourTree.Data;
namespace RPGCreationKit.BehaviourTree
{
/// <summary>
/// Allows the bool checking directly on a field of RckAI.
/// </summary>
[CreateNodeMenu("RPGCK_BehaviourTree/Actions/This AI/Checks/Field Bool Check", order = 1)]
[System.Serializable]
public class AIField_BoolCheckNode : BTNode
{
public bool not = false;
public string ComponentToGet = "RckAI";
public string FieldToGet;
// 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 void OnStart()
{
STARTED = true;
}
public override NodeState Execute()
{
if (m_NodeState == NodeState.Success || m_NodeState == NodeState.Failure)
if (hasEvaluated == true)
return m_NodeState;
if (!STARTED)
OnStart();
var component = (this.graph as RPGCK_BT).ai;
var field = (this.graph as RPGCK_BT).ai.GetType().GetField(FieldToGet);
bool boolToCheck = (bool)field.GetValue(component);
if (not)
m_NodeState = (boolToCheck) ? NodeState.Failure : NodeState.Success;
else
m_NodeState = (boolToCheck) ? NodeState.Success : NodeState.Failure;
hasEvaluated = true;
return m_NodeState;
}
public override void OnRemoveConnection(NodePort port)
{
base.OnRemoveConnection(port);
indexInSequence = -1;
}
public override void ReEvaluate()
{
if (m_NodeState != NodeState.Running)
base.ReEvaluate();
}
}
}