31 lines
1.3 KiB
C#
31 lines
1.3 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.Tasks.Actions
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{
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using Opsive.GraphDesigner.Runtime;
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using UnityEngine;
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/// <summary>
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/// A TaskObject implementation of the Action task. This class can be used when the task should not be grouped by the StackedAction task.
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/// </summary>
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[NodeIcon("3bbdfa553da4d554e9d74f8d88915aac", "6437308e972f99f48953f20198fd4e94")]
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public abstract class ActionNode : Task, ILogicNode, IAction
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{
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[Tooltip("The index of the node.")]
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[SerializeField] ushort m_Index;
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[Tooltip("The parent index of the node. ushort.MaxValue indicates no parent.")]
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[SerializeField] ushort m_ParentIndex;
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[Tooltip("The sibling index of the node. ushort.MaxValue indicates no sibling.")]
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[SerializeField] ushort m_SiblingIndex;
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public ushort Index { get => m_Index; set => m_Index = value; }
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public ushort ParentIndex { get => m_ParentIndex; set => m_ParentIndex = value; }
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public ushort SiblingIndex { get => m_SiblingIndex; set => m_SiblingIndex = value; }
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public ushort RuntimeIndex { get; set; }
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}
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}
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#endif |