using ParadoxNotion;
using NodeCanvas.Framework;
namespace NodeCanvas.BehaviourTrees
{
/// Super Base class for BehaviourTree nodes that can live within a BehaviourTree Graph.
abstract public class BTNode : Node
{
sealed public override System.Type outConnectionType { get { return typeof(BTConnection); } }
sealed public override bool allowAsPrime { get { return true; } }
sealed public override bool canSelfConnect { get { return false; } }
public override Alignment2x2 commentsAlignment { get { return Alignment2x2.Bottom; } }
public override Alignment2x2 iconAlignment { get { return Alignment2x2.Default; } }
public override int maxInConnections { get { return 1; } }
public override int maxOutConnections { get { return 0; } }
///Add a child node to this node connected to the specified child index
public T AddChild(int childIndex) where T : BTNode {
if ( outConnections.Count >= maxOutConnections && maxOutConnections != -1 ) {
return null;
}
var child = graph.AddNode();
graph.ConnectNodes(this, child, childIndex);
return child;
}
///Add a child node to this node connected last
public T AddChild() where T : BTNode {
if ( outConnections.Count >= maxOutConnections && maxOutConnections != -1 ) {
return null;
}
var child = graph.AddNode();
graph.ConnectNodes(this, child);
return child;
}
///----------------------------------------------------------------------------------------------
///---------------------------------------UNITY EDITOR-------------------------------------------
#if UNITY_EDITOR
protected override UnityEditor.GenericMenu OnContextMenu(UnityEditor.GenericMenu menu) {
menu.AddItem(new UnityEngine.GUIContent("Breakpoint"), isBreakpoint, () => { isBreakpoint = !isBreakpoint; });
return ParadoxNotion.Design.EditorUtils.GetTypeSelectionMenu(typeof(BTDecorator), (t) => { this.DecorateWith(t); }, menu, "Decorate");
}
#endif
}
}