#if GRAPH_DESIGNER /// --------------------------------------------- /// Behavior Designer /// Copyright (c) Opsive. All Rights Reserved. /// https://www.opsive.com /// --------------------------------------------- namespace Opsive.BehaviorDesigner.Runtime.Tasks.Events { using Opsive.GraphDesigner.Runtime; using UnityEngine; /// /// A base IEventNode implementation. /// [NodeIcon("9041375773f69454792084ab67820b7e", "b1382ad24c668174c9a6e0bd00f229e3")] public abstract class EventNode : IEventNode, IEventNodeGameObjectReceiver { [Tooltip("The index of the ILogicNode that the IEventNode is connected to. ushort.MaxValue indicates no connection.")] [SerializeField] protected ushort m_ConnectedIndex; public ushort ConnectedIndex { get => m_ConnectedIndex; set => m_ConnectedIndex = value; } protected BehaviorTree m_BehaviorTree; /// /// Initializes the node to the specified graph. /// /// The graph that is initializing the task. public virtual void Initialize(IGraph graph) { m_BehaviorTree = graph as BehaviorTree; } } } #endif