959e80cf72
assets upload description.
153 lines
4.5 KiB
C#
153 lines
4.5 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using XNode;
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using RPGCreationKit.BehaviourTree;
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using UnityEditor;
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namespace RPGCreationKit.BehaviourTree
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{
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[CreateNodeMenu("RPGCK_BehaviourTree/Parallel", order = 1)]
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[System.Serializable]
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public class ParallelNode : BTNode
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{
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[Output(ShowBackingValue.Never, ConnectionType.Multiple, TypeConstraint.None)] public BTNode outputs;
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public bool stopIfChildFails = false;
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public bool stopIfChildSucceed = false;
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// Use this for initialization
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protected override void Init()
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{
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base.Init();
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}
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public override void ReorderChild()
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{
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List<NodePort> endPorts = GetOutputPort("outputs").GetConnections();
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List<BTNode> nodes = new List<BTNode>();
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for (int i = 0; i < endPorts.Count; i++)
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nodes.Add((endPorts[i].node as BTNode));
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nodes.Sort(SortInGraphYPos);
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for (int i = 0; i < nodes.Count; i++)
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{
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BTNode btNode = nodes[i] as BTNode;
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btNode.indexInSequence = i;
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}
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}
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// Return the correct value of an output port when requested
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public override object GetValue(NodePort port)
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{
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return null; // Replace this
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}
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public override NodeState Execute()
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{
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m_NodeState = NodeState.Running;
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if (m_NodeState == NodeState.Success || m_NodeState == NodeState.Failure)
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if (hasEvaluated == true)
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return m_NodeState;
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bool anyChildStillRunning = false;
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List<NodePort> endPorts = GetOutputPort("outputs").GetConnections();
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for (int i = 0; i < endPorts.Count; i++)
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{
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BTNode node = (endPorts[i].node as BTNode);
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// If it's a parallel and a node has finished, restart it without waiting
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if ((node.hasEvaluated && (node.m_NodeState == NodeState.Success || node.m_NodeState == NodeState.Failure)))
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{
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node.hasEvaluated = false;
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node.ReEvaluate();
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}
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else if (node.hasEvaluated)
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continue;
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switch ((endPorts[i].node as BTNode).Execute())
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{
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case NodeState.Failure:
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if (stopIfChildFails)
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{
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m_NodeState = NodeState.Failure;
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for (int j = 0; j < endPorts.Count; j++)
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(endPorts[j].node as BTNode).m_NodeState = NodeState.Failure;
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return m_NodeState;
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}
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continue;
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case NodeState.Success:
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continue;
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case NodeState.Running:
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m_NodeState = NodeState.Running;
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anyChildStillRunning = true;
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continue;
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default:
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m_NodeState = NodeState.Running;
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return m_NodeState;
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}
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}
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m_NodeState = (anyChildStillRunning) ? NodeState.Running : NodeState.Success;
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if (m_NodeState == NodeState.Success)
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hasEvaluated = true;
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return m_NodeState;
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}
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public override void ReEvaluate()
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{
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if (m_NodeState != NodeState.Running)
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{
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base.ReEvaluate();
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hasEvaluated = false;
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List<NodePort> endPorts = GetOutputPort("outputs").GetConnections();
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for (int i = 0; i < endPorts.Count; i++)
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{
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(endPorts[i].node as BTNode).ReEvaluate();
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}
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}
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}
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public override void OnCreateConnection(NodePort from, NodePort to)
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{
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base.OnCreateConnection(from, to);
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#if UNITY_EDITOR
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EditorApplication.delayCall += ReorderChild;
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#endif
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}
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public override void OnRemoveConnection(NodePort port)
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{
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if (port.fieldName == "input")
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indexInSequence = -1;
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else if (port.fieldName == "outputs")
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{
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#if UNITY_EDITOR
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EditorApplication.delayCall += ReorderChild;
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#endif
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}
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}
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public override void OnStart()
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{
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}
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}
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} |