chore: initial commit

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2026-05-08 11:04:00 +08:00
commit f55d2a57c3
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#if GRAPH_DESIGNER
/// ---------------------------------------------
/// Behavior Designer
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.BehaviorDesigner.Runtime.Groups
{
using Opsive.BehaviorDesigner.Runtime.Systems;
using Unity.Entities;
/// <summary>
/// Grouping for the systems that should before other systems.
/// </summary>
[UpdateInGroup(typeof(BehaviorTreeSystemGroup), OrderFirst = true)]
public partial class BeforeTraversalSystemGroup : ComponentSystemGroup
{
}
/// <summary>
/// Grouping for the task systems that should reevaluate.
/// </summary>
[UpdateInGroup(typeof(BeforeTraversalSystemGroup))]
public partial class ReevaluateTaskSystemGroup : ComponentSystemGroup
{
}
/// <summary>
/// Grouping for the systems that run before the tree execution.
/// </summary>
[UpdateInGroup(typeof(BehaviorTreeSystemGroup))]
public partial class InterruptSystemGroup : ComponentSystemGroup
{
}
/// <summary>
/// Grouping for the task systems that can cause interrupts.
/// </summary>
[UpdateInGroup(typeof(InterruptSystemGroup))]
[UpdateAfter(typeof(InterruptSystem))]
[UpdateBefore(typeof(InterruptCleanupSystem))]
public partial class InterruptTaskSystemGroup : ComponentSystemGroup
{
}
}
#endif