using System.Collections; using System.Collections.Generic; using UnityEngine; using XNode; using RPGCreationKit.BehaviourTree; using RPGCreationKit.AI; using System.Reflection; namespace RPGCreationKit.BehaviourTree { /// /// Allows the Invoking of a method with the attribute [BT_AIInvokable] from a BehaviourTree /// [CreateNodeMenu("RPGCK_BehaviourTree/Actions/AI/AI_SwitchToPurposeBehaviourTree", order = 1)] [System.Serializable] public class AI_SwitchToPurposeBehaviourTreeNode : BTNode { RckAI thisAI; // 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(); m_NodeState = NodeState.Running; if (thisAI.purposeBehaviourTree.resetVariablesUponStartResume) thisAI.purposeBehaviourTree.ResetVariables(); thisAI.SwitchBehaviourTree(false); m_NodeState = NodeState.Success; hasEvaluated = true; return m_NodeState; } public override void OnRemoveConnection(NodePort port) { base.OnRemoveConnection(port); indexInSequence = -1; } public override void OnStart() { thisAI = (this.graph as RPGCK_BT).ai; STARTED = true; } public override void ReEvaluate() { if (m_NodeState != NodeState.Running) base.ReEvaluate(); } } }