#if GRAPH_DESIGNER /// --------------------------------------------- /// Behavior Designer /// Copyright (c) Opsive. All Rights Reserved. /// https://www.opsive.com /// --------------------------------------------- namespace Opsive.BehaviorDesigner.Runtime.Tasks { using Opsive.BehaviorDesigner.Runtime.Tasks.Actions; using Opsive.BehaviorDesigner.Runtime.Tasks.Conditionals; using Opsive.BehaviorDesigner.Runtime.Tasks.Composites; using Opsive.BehaviorDesigner.Runtime.Tasks.Decorators; using Opsive.GraphDesigner.Runtime; using Opsive.Shared.Utility; using UnityEngine; [HideInFilterWindow] [Opsive.Shared.Utility.Description("A temporary placeholder node that represents an action node being created from a template. This node will be replaced with the actual action node after Unity has finished compiling the generated script.")] public class PlaceholderActionNode : ActionNode, IPlaceholderNode { [Tooltip("The type name of the target task that will replace this placeholder.")] [SerializeField] [HideInInspector] private string m_TargetType; public string TargetType { get => m_TargetType; set => m_TargetType = value; } } [HideInFilterWindow] [Opsive.Shared.Utility.Description("A temporary placeholder node that represents a conditional node being created from a template. This node will be replaced with the actual conditional node after Unity has finished compiling the generated script.")] public class PlaceholderConditionalNode : ConditionalNode, IPlaceholderNode { [Tooltip("The type name of the target task that will replace this placeholder.")] [SerializeField] [HideInInspector] private string m_TargetType; public string TargetType { get => m_TargetType; set => m_TargetType = value; } } [HideInFilterWindow] [Opsive.Shared.Utility.Description("A temporary placeholder task that represents an action task being created from a template. This task will be replaced with the actual action task after Unity has finished compiling the generated script.")] public class PlaceholderAction : Action, IPlaceholderNode { [Tooltip("The type name of the target task that will replace this placeholder.")] [SerializeField] [HideInInspector] private string m_TargetType; public string TargetType { get => m_TargetType; set => m_TargetType = value; } } [HideInFilterWindow] [Opsive.Shared.Utility.Description("A temporary placeholder node that represents a composite node being created from a template. This node will be replaced with the actual composite node after Unity has finished compiling the generated script.")] public class PlaceholderCompositeNode : CompositeNode, IPlaceholderNode { [Tooltip("The type name of the target task that will replace this placeholder.")] [SerializeField] [HideInInspector] private string m_TargetType; public string TargetType { get => m_TargetType; set => m_TargetType = value; } } [HideInFilterWindow] [Opsive.Shared.Utility.Description("A temporary placeholder task that represents a conditional task being created from a template. This task will be replaced with the actual conditional task after Unity has finished compiling the generated script.")] public class PlaceholderConditional : Conditional, IPlaceholderNode { [Tooltip("The type name of the target task that will replace this placeholder.")] [SerializeField] [HideInInspector] private string m_TargetType; public string TargetType { get => m_TargetType; set => m_TargetType = value; } } [HideInFilterWindow] [Opsive.Shared.Utility.Description("A temporary placeholder node that represents a decorator node being created from a template. This node will be replaced with the actual decorator node after Unity has finished compiling the generated script.")] public class PlaceholderDecoratorNode : DecoratorNode, IPlaceholderNode { [Tooltip("The type name of the target task that will replace this placeholder.")] [SerializeField] [HideInInspector] private string m_TargetType; public string TargetType { get => m_TargetType; set => m_TargetType = value; } } } #endif