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