IndieGame/client/Assets/ParadoxNotion/NodeCanvas/Modules/DialogueTrees/Nodes/MultipleConditionNode.cs

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C#
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2024-10-11 10:12:15 +08:00
using UnityEngine;
using System.Collections.Generic;
using NodeCanvas.Framework;
using ParadoxNotion.Design;
namespace NodeCanvas.DialogueTrees
{
[ParadoxNotion.Design.Icon("Selector")]
[Name("Multiple Task Condition")]
[Category("Branch")]
[Description("Will continue with the first child node which condition returns true. The Dialogue Actor selected will be used for the checks")]
[Color("b3ff7f")]
public class MultipleConditionNode : DTNode
{
[SerializeField, AutoSortWithChildrenConnections]
private List<ConditionTask> conditions = new List<ConditionTask>();
public override int maxOutConnections {
get { return -1; }
}
public override void OnChildConnected(int index) {
if ( conditions.Count < outConnections.Count ) {
conditions.Insert(index, null);
}
}
public override void OnChildDisconnected(int index) {
conditions.RemoveAt(index);
}
protected override Status OnExecute(Component agent, IBlackboard bb) {
if ( outConnections.Count == 0 ) {
return Error("There are no connections on the Dialogue Condition Node");
}
for ( var i = 0; i < outConnections.Count; i++ ) {
if ( conditions[i] == null || conditions[i].CheckOnce(finalActor.transform, graphBlackboard) ) {
DLGTree.Continue(i);
return Status.Success;
}
}
ParadoxNotion.Services.Logger.LogWarning("No condition is true. Dialogue Ends.", LogTag.EXECUTION, this);
DLGTree.Stop(false);
return Status.Failure;
}
///----------------------------------------------------------------------------------------------
///---------------------------------------UNITY EDITOR-------------------------------------------
#if UNITY_EDITOR
public override void OnConnectionInspectorGUI(int i) {
NodeCanvas.Editor.TaskEditor.TaskFieldMulti<ConditionTask>(conditions[i], DLGTree, (c) => { conditions[i] = c; });
}
public override string GetConnectionInfo(int i) {
return conditions[i] != null ? conditions[i].summaryInfo : "TRUE";
}
#endif
}
}