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 Opsive.GraphDesigner.Runtime.Variables;
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using UnityEngine;
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[NodeIcon("e0a8f1df788b6274a9a24003859dfa7e")]
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[Opsive.Shared.Utility.Description("Stops the specified behavior tree.")]
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public class StopBehaviorTree : TargetBehaviorTreeAction
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{
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[SerializeField] protected SharedVariable<bool> m_PauseBehaviorTree;
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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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if (m_ResolvedBehaviorTree == null || !m_ResolvedBehaviorTree.IsActive()) {
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return TaskStatus.Failure;
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}
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return m_ResolvedBehaviorTree.StopBehavior(m_PauseBehaviorTree.Value) ? TaskStatus.Success : TaskStatus.Failure;
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}
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}
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}
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#endif
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