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