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