chore: initial commit
This commit is contained in:
@@ -0,0 +1,242 @@
|
||||
#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
|
||||
Reference in New Issue
Block a user