Firstborn/Assets/RPG Creation Kit/Scripts/BehaviourTrees/Nodes/Execution/AI_GetFieldNode.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 Invoking of a method with the attribute [BT_AIInvokable] from a BehaviourTree
/// </summary>
[CreateNodeMenu("RPGCK_BehaviourTree/Actions/AI/Get Field", order = 1)]
[System.Serializable]
public class AI_GetFieldNode : BTNode
{
public string ComponentToGet = "RckAI";
public string FieldToGet;
public BTVariable storedValue;
// 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;
storedValue = BTReference.SolveReference(this.graph as RPGCK_BT, storedValue.name);
}
public override NodeState Execute()
{
if (m_NodeState == NodeState.Success || m_NodeState == NodeState.Failure)
if (hasEvaluated == true)
return m_NodeState;
if (!STARTED)
OnStart();
// Check if a storedValue exists
if(storedValue == null)
{
Debug.Log("BehaviourTree : Tried to GetField but no storedValue was assigned. Node fails.");
m_NodeState = NodeState.Failure;
hasEvaluated = true;
return m_NodeState;
}
var component = (this.graph as RPGCK_BT).owner.GetComponent<RckAI>();
// Check if component exists
if (component == null)
{
Debug.Log("BehaviourTree : Tried to GetField but the given Component: \"" + ComponentToGet + "\" was not found. Node fails.");
m_NodeState = NodeState.Failure;
hasEvaluated = true;
return m_NodeState;
}
var field = component.GetType().GetField(FieldToGet);
storedValue.SetValue(field.GetValue(component));
m_NodeState = NodeState.Success;
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();
}
}
}