ProjectDDD/Packages/com.opsive.behaviordesigner/Runtime/Tasks/Actions/RestartBehaviorTree.cs
2025-08-19 18:53:26 +09:00

60 lines
1.7 KiB
C#

#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("Restarts the specified behavior tree.")]
public class RestartBehaviorTree : TargetBehaviorTreeAction
{
private TaskStatus m_Status;
/// <summary>
/// The task has started.
/// </summary>
public override void OnStart()
{
m_Status = TaskStatus.Queued;
}
/// <summary>
/// Executes the task logic.
/// </summary>
/// <returns>The status of the task.</returns>
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) {
return TaskStatus.Failure;
}
m_Status = TaskStatus.Running;
StartCoroutine(RestartBehavior());
return m_Status;
}
/// <summary>
/// Restarts the behavior tree using a coroutine to allow structural changes.
/// </summary>
private IEnumerator RestartBehavior()
{
yield return new WaitForEndOfFrame();
m_Status = m_ResolvedBehaviorTree.RestartBehavior() ? TaskStatus.Success : TaskStatus.Failure;
}
}
}
#endif