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#if GRAPH_DESIGNER
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/// ---------------------------------------------
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/// Behavior Designer
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/// Copyright (c) Opsive. All Rights Reserved.
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/// https://www.opsive.com
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/// ---------------------------------------------
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namespace Opsive.BehaviorDesigner.Runtime.Tasks.Events
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{
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using Opsive.GraphDesigner.Runtime;
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using UnityEngine;
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/// <summary>
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/// A base IEventNode implementation.
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/// </summary>
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[NodeIcon("9041375773f69454792084ab67820b7e", "b1382ad24c668174c9a6e0bd00f229e3")]
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public abstract class EventNode : IEventNode, IEventNodeGameObjectReceiver
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{
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[Tooltip("The index of the ITreeLogicNode that the IEventNode is connected to. ushort.MaxValue indicates no connection.")]
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[SerializeField] protected ushort m_ConnectedIndex;
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public ushort ConnectedIndex { get => m_ConnectedIndex; set => m_ConnectedIndex = value; }
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protected BehaviorTree m_BehaviorTree;
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/// <summary>
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/// Initializes the node to the specified graph.
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/// </summary>
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/// <param name="graph">The graph that is initializing the task.</param>
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public virtual void Initialize(IGraph graph)
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{
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m_BehaviorTree = graph as BehaviorTree;
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}
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}
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}
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#endif
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