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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.DialogueTrees
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{
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[Name("FINISH")]
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[Category("Control")]
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[Description("End the dialogue in Success or Failure.\nNote: A Dialogue will anyway End in Succcess if it has reached a node without child connections. Thus this node is mostly useful if you want to end a Dialogue in Failure.")]
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[ParadoxNotion.Design.Icon("Halt")]
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[Color("6ebbff")]
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public class FinishNode : DTNode
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{
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public CompactStatus finishState = CompactStatus.Success;
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public override int maxOutConnections { get { return 0; } }
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public override bool requireActorSelection { get { return false; } }
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protected override Status OnExecute(Component agent, IBlackboard bb) {
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status = (Status)finishState;
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DLGTree.Stop(finishState == CompactStatus.Success ? true : false);
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return status;
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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 void OnNodeGUI() {
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GUILayout.Label("<b>" + finishState.ToString() + "</b>");
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}
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protected override void OnNodeInspectorGUI() {
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DrawDefaultInspector();
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}
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#endif
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}
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}
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