44 lines
1.3 KiB
C#
44 lines
1.3 KiB
C#
using NodeCanvas.BehaviourTrees;
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using NodeCanvas.Framework;
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using ParadoxNotion.Design;
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using UnityEngine;
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namespace NodeCanvas.Tasks.Actions
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{
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[Name("Action")]
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[Category("Decorators")]
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[Description("Executes and returns the child status only if the condition is true. Returns Failure if the condition is false.")]
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[ParadoxNotion.Design.Icon("Action")]
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public class TunnelAction : BTDecorator, ITaskAssignable<ActionTask>
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{
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[SerializeField] private ActionTask _action;
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private ActionTask actionTask
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{
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get => _action;
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set => _action = (ActionTask)value;
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}
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public Task task
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{
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get => actionTask;
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set => actionTask = (ActionTask)value;
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}
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protected override Status OnExecute(Component agent, IBlackboard blackboard)
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{
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if (decoratedConnection == null)
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{
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return Status.Optional;
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}
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if (actionTask == null)
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{
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return decoratedConnection.Execute(agent, blackboard);
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}
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var executeStatus = actionTask.Execute(agent, blackboard);
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return executeStatus != Status.Failure ? decoratedConnection.Execute(agent, blackboard) : executeStatus;
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}
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}
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} |