chore: initial commit
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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.Actions
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{
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using Opsive.GraphDesigner.Runtime;
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using System.Collections;
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using UnityEngine;
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[NodeIcon("e0a8f1df788b6274a9a24003859dfa7e")]
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[Opsive.Shared.Utility.Description("Sets the specified subtree.")]
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public class SetSubtree : TargetBehaviorTreeAction
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{
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[Tooltip("The subtree that should be set.")]
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[SerializeField] protected Subtree m_Subtree;
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[Tooltip("Should the behavior tree be started after the subtree is set?")]
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[SerializeField] protected bool m_StartBehavior = true;
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private TaskStatus m_Status;
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/// <summary>
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/// The task has started.
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/// </summary>
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public override void OnStart()
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{
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m_Status = TaskStatus.Queued;
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}
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/// <summary>
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/// Executes the task logic.
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/// </summary>
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/// <returns>The status of the task.</returns>
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public override TaskStatus OnUpdate()
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{
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// The coroutine has already been started if the status is not queued.
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if (m_Status != TaskStatus.Queued) {
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return m_Status;
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}
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if (m_ResolvedBehaviorTree == null) {
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return TaskStatus.Failure;
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}
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m_Status = TaskStatus.Running;
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StartCoroutine(DoSetSubtree());
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return m_Status;
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}
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/// <summary>
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/// Sets the subtree using a coroutine to allow structural changes.
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/// </summary>
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private IEnumerator DoSetSubtree()
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{
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yield return new WaitForEndOfFrame();
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m_ResolvedBehaviorTree.Subgraph = m_Subtree;
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m_Status = TaskStatus.Success;
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if (m_StartBehavior) {
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m_ResolvedBehaviorTree.StartBehavior();
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}
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}
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}
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}
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#endif
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