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