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