using System.Collections; using System.Collections.Generic; using UnityEngine; using XNode; using RPGCreationKit.BehaviourTree; namespace RPGCreationKit.BehaviourTree { [CreateNodeMenu("RPGCK_BehaviourTree/Debug", order = 1)] [System.Serializable] public class DebugNode : BTNode { public string log = ""; 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 (!string.IsNullOrEmpty(log)) Debug.Log(log); 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; } } }