ProjectDDD/Packages/com.opsive.behaviordesigner/Runtime/Tasks/Actions/ActionNode.cs

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2025-08-19 09:53:26 +00:00
#if GRAPH_DESIGNER
/// ---------------------------------------------
/// Behavior Designer
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.BehaviorDesigner.Runtime.Tasks.Actions
{
using Opsive.GraphDesigner.Runtime;
using UnityEngine;
/// <summary>
/// A TaskObject implementation of the Action task. This class can be used when the task should not be grouped by the StackedAction task.
/// </summary>
[NodeIcon("3bbdfa553da4d554e9d74f8d88915aac", "6437308e972f99f48953f20198fd4e94")]
public abstract class ActionNode : Task, ILogicNode, IAction
{
[Tooltip("The index of the node.")]
[SerializeField] ushort m_Index;
[Tooltip("The parent index of the node. ushort.MaxValue indicates no parent.")]
[SerializeField] ushort m_ParentIndex;
[Tooltip("The sibling index of the node. ushort.MaxValue indicates no sibling.")]
[SerializeField] ushort m_SiblingIndex;
public ushort Index { get => m_Index; set => m_Index = value; }
public ushort ParentIndex { get => m_ParentIndex; set => m_ParentIndex = value; }
public ushort SiblingIndex { get => m_SiblingIndex; set => m_SiblingIndex = value; }
public ushort RuntimeIndex { get; set; }
}
}
#endif