chore: initial commit

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2026-05-08 11:04:00 +08:00
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#if GRAPH_DESIGNER
/// ---------------------------------------------
/// Behavior Designer
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.BehaviorDesigner.Runtime
{
using Opsive.BehaviorDesigner.Runtime.Tasks;
using Opsive.GraphDesigner.Runtime;
using Opsive.Shared.Utility;
using System;
/// <summary>
/// Template for creating a custom action node.
/// </summary>
[Category("GameObjects")]
[DisplayName("Action")]
[Description("Create a new action node.")]
public class GameObjectActionNode : INodeTemplate
{
public Type BaseType => typeof(IAction);
public bool IsLogicNode => true;
/// <summary>
/// Returns the script that should be used for the template file.
/// </summary>
/// <param name="name">The name of the node.</param>
/// <returns>The node script.</returns>
public string GetScript(string name)
{
return $@"using Opsive.BehaviorDesigner.Runtime.Tasks;
using Opsive.BehaviorDesigner.Runtime.Tasks.Actions;
/// <summary>
/// A custom action node.
/// </summary>
public class {name} : ActionNode
{{
/// <summary>
/// Executes the task.
/// </summary>
/// <returns>The execution status of the task.</returns>
public override TaskStatus OnUpdate()
{{
return TaskStatus.Success;
}}
}}";
}
}
/// <summary>
/// Template for creating a custom action task.
/// </summary>
[Category("GameObjects")]
[DisplayName("Stacked Action")]
[Description("Create a new stacked action node.")]
public class GameObjectAction : INodeTemplate
{
public Type BaseType => typeof(IAction);
public bool IsLogicNode => false;
/// <summary>
/// Returns the script that should be used for the template file.
/// </summary>
/// <param name="name">The name of the node.</param>
/// <returns>The node script.</returns>
public string GetScript(string name)
{
return $@"using Opsive.BehaviorDesigner.Runtime.Tasks;
using Opsive.BehaviorDesigner.Runtime.Tasks.Actions;
/// <summary>
/// A custom action task.
/// </summary>
public class {name} : Action
{{
/// <summary>
/// Executes the task.
/// </summary>
/// <returns>The execution status of the task.</returns>
public override TaskStatus OnUpdate()
{{
return TaskStatus.Success;
}}
}}";
}
}
/// <summary>
/// Template for creating a custom composite node.
/// </summary>
[Category("GameObjects")]
[DisplayName("Composite")]
[Description("Create a new composite node.")]
public class GameObjectCompositeNode : IParentNodeTemplate
{
public Type BaseType => typeof(IComposite);
public bool IsLogicNode => true;
/// <summary>
/// Returns the script that should be used for the template file.
/// </summary>
/// <param name="name">The name of the node.</param>
/// <returns>The node script.</returns>
public string GetScript(string name)
{
return $@"using Opsive.BehaviorDesigner.Runtime.Tasks;
using Opsive.BehaviorDesigner.Runtime.Tasks.Composites;
/// <summary>
/// A custom composite task.
/// </summary>
public class {name} : CompositeNode
{{
/// <summary>
/// Executes the task.
/// </summary>
/// <returns>The execution status of the task.</returns>
public override TaskStatus OnUpdate()
{{
return TaskStatus.Success;
}}
}}";
}
}
/// <summary>
/// Template for creating a custom conditional node.
/// </summary>
[Category("GameObjects")]
[DisplayName("Conditional")]
[Description("Create a new conditional node.")]
public class GameObjectConditionalNode : INodeTemplate
{
public Type BaseType => typeof(IConditional);
public bool IsLogicNode => true;
/// <summary>
/// Returns the script that should be used for the template file.
/// </summary>
/// <param name="name">The name of the node.</param>
/// <returns>The node script.</returns>
public string GetScript(string name)
{
return $@"using Opsive.BehaviorDesigner.Runtime.Tasks;
using Opsive.BehaviorDesigner.Runtime.Tasks.Conditionals;
/// <summary>
/// A custom conditional node.
/// </summary>
public class {name} : ConditionalNode
{{
/// <summary>
/// Executes the task.
/// </summary>
/// <returns>The execution status of the task.</returns>
public override TaskStatus OnUpdate()
{{
return TaskStatus.Success;
}}
}}";
}
}
/// <summary>
/// Template for creating a custom conditional task.
/// </summary>
[Category("GameObjects")]
[DisplayName("Stacked Conditional")]
[Description("Create a new stacked conditional node.")]
public class GameObjectConditional : INodeTemplate
{
public Type BaseType => typeof(IConditional);
public bool IsLogicNode => false;
/// <summary>
/// Returns the script that should be used for the template file.
/// </summary>
/// <param name="name">The name of the node.</param>
/// <returns>The node script.</returns>
public string GetScript(string name)
{
return $@"using Opsive.BehaviorDesigner.Runtime.Tasks;
using Opsive.BehaviorDesigner.Runtime.Tasks.Conditionals;
/// <summary>
/// A custom conditional task.
/// </summary>
public class {name} : Conditional
{{
/// <summary>
/// Executes the task.
/// </summary>
/// <returns>The execution status of the task.</returns>
public override TaskStatus OnUpdate()
{{
return TaskStatus.Success;
}}
}}";
}
}
/// <summary>
/// Template for creating a custom decorator node.
/// </summary>
[Category("GameObjects")]
[DisplayName("Decorator")]
[Description("Create a new decorator node.")]
public class GameObjectDecoratorNode : IParentNodeTemplate
{
public Type BaseType => typeof(IDecorator);
public bool IsLogicNode => true;
/// <summary>
/// Returns the script that should be used for the template file.
/// </summary>
/// <param name="name">The name of the node.</param>
/// <returns>The node script.</returns>
public string GetScript(string name)
{
return $@"using Opsive.BehaviorDesigner.Runtime.Tasks;
using Opsive.BehaviorDesigner.Runtime.Tasks.Decorators;
/// <summary>
/// A custom decorator task.
/// </summary>
public class {name} : DecoratorNode
{{
/// <summary>
/// Executes the task.
/// </summary>
/// <returns>The execution status of the task.</returns>
public override TaskStatus OnUpdate()
{{
return TaskStatus.Success;
}}
}}";
}
}
}
#endif