35 lines
1.5 KiB
C#
35 lines
1.5 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.Composites
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{
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using Opsive.BehaviorDesigner.Runtime.Systems;
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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 Composite task.
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/// </summary>
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[NodeIcon("3afb3814c40717440b175b6fde4e73c2", "7fb12c74939f50b41b1679eb8f9e79ab")]
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public abstract class CompositeNode : Task, ILogicNode, IParentNode, IComposite, ITaskObjectParentNode
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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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public virtual int MaxChildCount { get => int.MaxValue; }
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public virtual ushort NextChildIndex { get => (ushort)(RuntimeIndex + 1); }
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}
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}
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#endif |