#if GRAPH_DESIGNER /// --------------------------------------------- /// Behavior Designer /// Copyright (c) Opsive. All Rights Reserved. /// https://www.opsive.com /// --------------------------------------------- namespace Opsive.BehaviorDesigner.Runtime.Groups { using Opsive.BehaviorDesigner.Runtime.Systems; using Unity.Entities; /// /// Grouping for the systems that should before other systems. /// [UpdateInGroup(typeof(BehaviorTreeSystemGroup), OrderFirst = true)] public partial class BeforeTraversalSystemGroup : ComponentSystemGroup { } /// /// Grouping for the task systems that should reevaluate. /// [UpdateInGroup(typeof(BeforeTraversalSystemGroup))] public partial class ReevaluateTaskSystemGroup : ComponentSystemGroup { } /// /// Grouping for the systems that run before the tree execution. /// [UpdateInGroup(typeof(BehaviorTreeSystemGroup))] public partial class InterruptSystemGroup : ComponentSystemGroup { } /// /// Grouping for the task systems that can cause interrupts. /// [UpdateInGroup(typeof(InterruptSystemGroup))] [UpdateAfter(typeof(InterruptSystem))] [UpdateBefore(typeof(InterruptCleanupSystem))] public partial class InterruptTaskSystemGroup : ComponentSystemGroup { } } #endif