#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 System.Collections;
using UnityEngine;
[NodeIcon("e0a8f1df788b6274a9a24003859dfa7e")]
[NodeDescription("Starts the specified behavior tree.")]
public class StartBehaviorTree : TargetBehaviorTreeAction
{
private TaskStatus m_Status;
///
/// The task has started.
///
public override void OnStart()
{
m_Status = TaskStatus.Queued;
}
///
/// Executes the task logic.
///
/// The status of the task.
public override TaskStatus OnUpdate()
{
// The coroutine has already been started if the status is not queued.
if (m_Status != TaskStatus.Queued) {
return m_Status;
}
if (m_ResolvedBehaviorTree == null || m_ResolvedBehaviorTree.IsActive()) {
return TaskStatus.Failure;
}
m_Status = TaskStatus.Running;
StartCoroutine(StartBehavior());
return m_Status;
}
///
/// Starts the behavior tree using a coroutine to allow structural changes.
///
private IEnumerator StartBehavior()
{
yield return new WaitForEndOfFrame();
m_Status = m_ResolvedBehaviorTree.StartBehavior() ? TaskStatus.Success : TaskStatus.Failure;
}
}
}
#endif