80 lines
2.8 KiB
C#
80 lines
2.8 KiB
C#
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using NodeCanvas.Framework;
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using ParadoxNotion;
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using ParadoxNotion.Design;
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using UnityEngine;
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namespace NodeCanvas.BehaviourTrees
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{
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[Name("Sequencer", 10)]
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[Category("Composites")]
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[Description("Executes its children in order and returns Success if all children return Success. As soon as a child returns Failure, the Sequencer will stop and return Failure as well.")]
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[ParadoxNotion.Design.Icon("Sequencer")]
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[Color("bf7fff")]
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public class Sequencer : BTComposite
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{
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[Tooltip("If true, then higher priority children are re-evaluated per frame and if either returns Failure, then the Sequencer will immediately stop and return Failure as well.")]
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public bool dynamic;
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[Tooltip("If true, the children order of execution is shuffled each time the Sequencer resets.")]
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public bool random;
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private int lastRunningNodeIndex = 0;
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protected override Status OnExecute(Component agent, IBlackboard blackboard) {
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for ( var i = dynamic ? 0 : lastRunningNodeIndex; i < outConnections.Count; i++ ) {
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status = outConnections[i].Execute(agent, blackboard);
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switch ( status ) {
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case Status.Running:
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if ( dynamic && i < lastRunningNodeIndex ) {
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for ( var j = i + 1; j <= lastRunningNodeIndex; j++ ) {
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outConnections[j].Reset();
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}
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}
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lastRunningNodeIndex = i;
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return Status.Running;
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case Status.Failure:
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if ( dynamic && i < lastRunningNodeIndex ) {
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for ( var j = i + 1; j <= lastRunningNodeIndex; j++ ) {
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outConnections[j].Reset();
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}
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}
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return Status.Failure;
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}
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}
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return Status.Success;
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}
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protected override void OnReset() {
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lastRunningNodeIndex = 0;
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if ( random ) { outConnections = outConnections.Shuffle(); }
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}
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public override void OnChildDisconnected(int index) {
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if ( index != 0 && index == lastRunningNodeIndex ) {
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lastRunningNodeIndex--;
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}
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}
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public override void OnGraphStarted() { OnReset(); }
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///----------------------------------------------------------------------------------------------
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///---------------------------------------UNITY EDITOR-------------------------------------------
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#if UNITY_EDITOR
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protected override void OnNodeGUI() {
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if ( dynamic ) { GUILayout.Label("<b>DYNAMIC</b>"); }
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if ( random ) { GUILayout.Label("<b>RANDOM</b>"); }
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}
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#endif
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}
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}
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