BloodAndGore/Assets/Scripts/AI/BehaviourBranch.cs

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using System;
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using Saltosion.OneWeapon.Enemies;
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namespace Saltosion.OneWeapon.AI {
[Serializable]
[Obsolete]
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public class BehaviourBranch : BehaviourNode {
public Trigger Trigger;
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// FIXME: Change these from arrays to just single ones
// BehaviourLeaf already has the capability to have multiple behaviours
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public BehaviourNode[] TriggeredNodes;
public BehaviourNode[] NotTriggeredNodes;
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private String MostRecentExecution;
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/* Returns true if any action was taken. */
public override bool Execute(Enemy subject) {
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if (Trigger != null && Trigger.IsTriggered(subject)) {
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foreach (BehaviourNode Node in TriggeredNodes) {
if (Node.Execute(subject)) {
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MostRecentExecution = Node.GetExecutedName();
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return true;
}
}
} else {
foreach (BehaviourNode Node in NotTriggeredNodes) {
if (Node.Execute(subject)) {
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MostRecentExecution = Node.GetExecutedName();
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return true;
}
}
}
return false;
}
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public override string GetExecutedName() {
return MostRecentExecution;
}
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}
}