protected override int OnRunning(NodeData wData) { NodeActionDelayContext context = GetContext <NodeActionDelayContext>(wData); if (NodeTime.TotalTime - context.Timer > WaitTime) { return(NodeState.FINISHED); } return(NodeState.EXECUTING); }
protected override void OnExit(NodeData wData, int runningStatus) { NodeActionDelayContext context = GetContext <NodeActionDelayContext>(wData); context.Timer = 0; }
protected override void OnEnter(NodeData wData) { NodeActionDelayContext context = GetContext <NodeActionDelayContext>(wData); context.Timer = NodeTime.TotalTime; }