IndieGame/client/Assets/ParadoxNotion/NodeCanvas/Modules/DialogueTrees/Nodes/ConditionNode.cs
DOBEST\zhaoyingjie f242607587 初始化工程
2024-10-11 10:12:15 +08:00

59 lines
1.9 KiB
C#

using NodeCanvas.Framework;
using ParadoxNotion.Design;
using UnityEngine;
namespace NodeCanvas.DialogueTrees
{
[ParadoxNotion.Design.Icon("Condition")]
[Name("Task Condition")]
[Category("Branch")]
[Description("Execute the first child node if a Condition is true, or the second one if that Condition is false. The Actor selected is used for the Condition check")]
[Color("b3ff7f")]
public class ConditionNode : DTNode, ITaskAssignable<ConditionTask>
{
[SerializeField]
private ConditionTask _condition;
public ConditionTask condition {
get { return _condition; }
set { _condition = value; }
}
public Task task {
get { return condition; }
set { condition = (ConditionTask)value; }
}
public override int maxOutConnections { get { return 2; } }
public override bool requireActorSelection { get { return true; } }
protected override Status OnExecute(Component agent, IBlackboard bb) {
if ( outConnections.Count == 0 ) {
return Error("There are no connections on the Dialogue Condition Node");
}
if ( condition == null ) {
return Error("There is no Conidition on the Dialoge Condition Node");
}
var isSuccess = condition.CheckOnce(finalActor.transform, graphBlackboard);
status = isSuccess ? Status.Success : Status.Failure;
DLGTree.Continue(isSuccess ? 0 : 1);
return status;
}
///----------------------------------------------------------------------------------------------
///---------------------------------------UNITY EDITOR-------------------------------------------
#if UNITY_EDITOR
public override string GetConnectionInfo(int i) {
return i == 0 ? "Then" : "Else";
}
#endif
}
}