Esempio n. 1
0
        void GoToWaypoint()
        {
            UnityEngine.AI.NavMeshPath path = new UnityEngine.AI.NavMeshPath();
            Vector3 newLocation             = Vector3.zero;

            while (path.status == UnityEngine.AI.NavMeshPathStatus.PathPartial || path.status == UnityEngine.AI.NavMeshPathStatus.PathInvalid)
            {
                Vector3 ran = Random.insideUnitSphere * WanderRadius;
                ran.y       = _startingPos.y;
                newLocation = _startingPos + ran;
                _navMeshAgent.CalculatePath(newLocation, path);
            }
            _navMeshAgent.SetDestination(newLocation);

            _hasReachedDestination = false;
        }
Esempio n. 2
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        /// <summary>Initialization Method of MoveToPosition.</summary>
        /// <remarks>Check if there is a NavMeshAgent to assign a default one and assign the destination to the NavMeshAgent the given position.</remarks>
        public override void OnStart()
        {
            navAgent = gameObject.GetComponent <UnityEngine.AI.NavMeshAgent>();
            if (navAgent == null)
            {
                Debug.LogWarning("The " + gameObject.name + " game object does not have a Nav Mesh Agent component to navigate. One with default values has been added", gameObject);
                navAgent = gameObject.AddComponent <UnityEngine.AI.NavMeshAgent>();
            }
            navAgent.SetDestination(target);

            #if UNITY_5_6_OR_NEWER
            navAgent.isStopped = false;
            #else
            navAgent.Resume();
            #endif
        }
Esempio n. 3
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        private void Update()
        {
            RotateView();
            nav.SetDestination(nextScene.transform.position);


            if (CrossPlatformInputManager.GetButtonDown("Jump") && !m_Jump)
            {
                m_Jump = true;
            }
            print(Vector3.Distance(player.transform.position, nextScene.transform.position));
            if (Vector3.Distance(player.transform.position, nextScene.transform.position) < 10f)
            {
                SceneManager.LoadScene("VR");
            }
        }
Esempio n. 4
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 protected void FollowPlayer()
 {
     // If the enemy and the player have health left...
     if (enemyHealth.currentHealth > 0 && playerHealth.currentHealth > 0 && !isStunned)
     {
         // ... set the destination of the nav mesh agent to the player.
         nav.enabled = true;
         nav.SetDestination(player.position);
     }
     // Otherwise...
     else
     {
         // ... disable the nav mesh agent.
         nav.enabled = false;
     }
 }
Esempio n. 5
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 void PathToPlayer()
 {
     // If the enemy and the player have health left...
     if (enemyHealth.currentHealth > 0 && HealthManager.instance.allPlayersAlive && hitsUntilFrozen > 0)
     {
         // ... set the destination of the nav mesh agent to the player.
         nav.SetDestination(target.position);
         //Debug.Log(gameObject.name + " moving towards " + target.name);
     }
     // Otherwise...
     else
     {
         // ... disable the nav mesh agent.
         nav.enabled = false;
     }
 }
Esempio n. 6
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        public override void OnStart()
        {
            destination_out = destination;
            ammo_out        = ammo;

            if (ammo_out != 0)
            {
                Debug.Log("Tank " + gameObject.name + "Still has ammo! Ammo: " + ammo_out);
                return;
            }

            agent = gameObject.GetComponent <UnityEngine.AI.NavMeshAgent>();

            agent.SetDestination(base_waypoint.position);                                                // Will set the destination to the waypoint with the "destination" index.

            agent.isStopped = false;
        }
Esempio n. 7
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        void CheckIfIShouldFlee()
        {
            if (isFleeing == true)
            {
                if (fleeTarget != null && !enemyMaster.isOnRoute && !enemyMaster.isNavPaused)
                {
                    float distanceOf = Vector3.Distance(myTransform.position, fleeTarget.position);

                    if (FleeTarget(out runPosition) && distanceOf < fleeRange)
                    {
                        myNavMeshAgent.SetDestination(runPosition);
                        enemyMaster.CallEventEnemyWalking();
                        enemyMaster.isOnRoute = true;
                    }
                }
            }
        }
Esempio n. 8
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 void Update()
 {
     // If the enemy and the player have health left...
     if (enemyHealth.currentHealth > 0 && playerHealth.currentHealth > 0)
     {
         // ... set the destination of the nav mesh agent to the player.
         //seting this for multi distination
         nav.SetDestination(player[idAttack].transform.position);
         //nav.SetDestination(player.position);
     }
     // Otherwise...
     else
     {
         // ... disable the nav mesh agent.
         nav.enabled = false;
     }
 }
Esempio n. 9
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        private void GoToDrop()
        {
            Vector3 distance = Vector3.zero;

            distance.x = Mathf.Abs(objective.transform.position.x - RedTank.transform.position.x);
            distance.z = Mathf.Abs(objective.transform.position.z - RedTank.transform.position.z);

            if (distance.x > 1 && distance.z > 1)
            {
                navAgent.SetDestination(objective.transform.position);
            }

            else
            {
                arrived = true;
            }
        }
Esempio n. 10
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        public override Status Update()
        {
            if (!memory)
            {
                return(Status.Error);
            }

            ICover nearstCover = NearstCover();

            if (nearstCover == null)
            {
                return(Status.Failure);
            }

            agent.SetDestination(nearstCover.pos);
            agent.Resume();
            return(Status.Running);
        }
Esempio n. 11
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        public override Node.Task OnUpdate()
        {
            // prevent if target == null
            if (pursueGameObject == null)
            {
                return(Task.Failure);
            }

            _agent.SetDestination(Target());
            if (HasArrived())
            {
                hasFinished = true;

                return(Task.Success);
            }

            return(Task.Running);
        }
Esempio n. 12
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        IEnumerator UpdatePath()
        {
            while (target != null)
            {
                if (currentState == EnemyState.Chasing)
                {
                    Vector3 directionToTarget = (target.position - transform.position).normalized;
                    // Set pathfinding position so that we don't go 'inside' the target. We also add half the attackDistance to prevent 'crowding' the target.
                    Vector3 targetPosition = target.position - directionToTarget * (myCollisionRadius + targetCollisionRadius + attackDistanceThreshold / 2);

                    if (!dead)
                    {
                        pathfinder.SetDestination(targetPosition);
                    }
                }
                yield return(new WaitForSeconds(refreshRate));
            }
        }
Esempio n. 13
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        void Move()
        {
            // Create a ray from the mouse cursor on screen in the direction of the camera.
            Ray camRay = Camera.main.ScreenPointToRay(Input.mousePosition);

            // Create a RaycastHit variable to store information about what was hit by the ray.
            RaycastHit floorHit;

            // Perform the raycast and if it hits something on the floor layer...
            if (Physics.Raycast(camRay, out floorHit, camRayLength, floorMask))
            {
                nav.enabled = true;
                nav.SetDestination(floorHit.point);
                hitpoint        = floorHit.point;
                Target          = null;
                shooting.target = false;
            }
        }
Esempio n. 14
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 void Update()
 {
     // If the enemy and the player have health left...
     //if(enemyHealth.currentHealth > 0 && playerHealth.currentHealth > 0)
     //{
     // ... set the destination of the nav mesh agent to the player.
     if (System.Environment.MachineName == MasterTrackingData.HeadNodeMachineName)
     {
         nav.SetDestination(player.position);
     }
     //}
     // Otherwise...
     //else
     //{
     // ... disable the nav mesh agent.
     //    nav.enabled = false;
     //}
 }
Esempio n. 15
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        // Update is called once per frame
        protected void Update()
        {
            if (waypoints == null)
            {
                return;
            }

            if (lastRequest == null)
            {
                lastRequest = GetNewPosition();
                navAgent.SetDestination(lastRequest.Value);
                //				Debug.Log("Moving to: " + lastRequest.Value);
            }

            if (!navAgent.pathPending && navAgent.remainingDistance <= navAgent.stoppingDistance)
            {
                lastRequest = null;
            }
        }
Esempio n. 16
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        public override Status Update()
        {
            BaseAIParameters param = self.GetComponent <BaseAIParameters>();

            if (!param || !param.destinationEnable)
            {
                return(Status.Failure);
            }

            if (Vector3.Distance(self.transform.position, param.destination) < 2)
            {
                return(Status.Success);
            }

            UnityEngine.AI.NavMeshAgent agent = self.GetComponent <UnityEngine.AI.NavMeshAgent>();
            agent.SetDestination(param.destination);
            agent.Resume();
            return(Status.Running);
        }
Esempio n. 17
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        public virtual void handleAttackPlayer()
        {
            if (m_target && m_attackTime < 0 && m_hitTime < 0)
            {
                Vector3 vec = m_target.transform.position - transform.position;

                float d0 = vec.magnitude;

                if (m_target.transform.position.x > transform.position.x)
                {
                    transform.rotation = Quaternion.AngleAxis(90, Vector3.up);
                }
                else
                {
                    transform.rotation = Quaternion.AngleAxis(-90, Vector3.up);
                }
                if (d0 > attackRange)
                {
                    if (m_attackTime < 0 && m_hitTime < 0)
                    {
                        m_animator.SetBool("Walk", true);
                        m_animator.SetBool("Attack", false);


                        if (m_agent && m_agent.isOnNavMesh)
                        {
                            m_agent.Resume();

                            m_agent.SetDestination(m_target.transform.position);
                        }
                        else
                        {
                            //						putOnNavMesh(m_target.transform.position);
                            //						Debug.Log ("Put On Path");
                        }
                    }
                }
                else
                {
                    handleAttack();
                }
            }
        }
Esempio n. 18
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        public override Status Update()
        {
            //BaseAIParameters param = self.GetComponent<BaseAIParameters>();
            //if (!param || !param.destinationEnable)
            //{
            //    return Status.Failure;
            //}

            //if (Vector3.Distance(self.transform.position, param.destination) < param.endSeekingDistance)
            //{
            //    return Status.Success;
            //}

            Memory memory = self.GetComponent <Memory>();

            if (!memory)
            {
                return(Status.Failure);
            }


            ITarget[] targets   = memory.AllTargets();
            bool      hasTarget = targets.Length > 0;

            if (hasTarget)
            {
                ITarget        target             = targets[0];
                IMemorable     memorable          = target as IMemorable;
                IMemorableItem memItem            = memory.Find(memorable);
                Vector3        destination        = memItem.lastOccurPosition;
                UnityEngine.AI.NavMeshAgent agent = self.GetComponent <UnityEngine.AI.NavMeshAgent>();
                agent.SetDestination(destination);
                agent.Resume();
                return(Status.Running);
            }
            else
            {
                UnityEngine.AI.NavMeshAgent agent = self.GetComponent <UnityEngine.AI.NavMeshAgent>();
                agent.Stop();
                return(Status.Failure);
            }
        }
Esempio n. 19
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        public override TaskStatus OnUpdate()
        {
            if (ammo_out != 0)
            {
                return(TaskStatus.COMPLETED);
            }

            if (!agent.pathPending && agent.remainingDistance < 0.5f)
            {
                ammo_out        = 3;
                destination_out = 0;
                return(TaskStatus.COMPLETED);
            }
            else if (agent.destination != base_waypoint.transform.position)
            {
                agent.SetDestination(base_waypoint.position);
            }

            return(TaskStatus.RUNNING);
        }
 void Update()
 {
     // If the enemy and the player have health left...
     if (enemyHealth.CurrentHealth > 0 && playerHealth.CurrentHealth > 0)
     {
         // ... set the destination of the nav mesh agent to the player.
         nav.SetDestination(player.position);
         Vector3 distance = new Vector3(1, 0, 1);
         if (gameObject.transform.position - player.position == distance)
         {
             Debug.Log("shoot");
         }
     }
     // Otherwise...
     else
     {
         // ... disable the nav mesh agent.
         nav.enabled = false;
     }
 }
Esempio n. 21
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        public override Status Update()
        {
            // Get the renderer
            if (m_GOAgent == null || m_GOAgent.gameObject != gameObject.Value)
            {
                m_GOAgent = gameObject.Value != null?gameObject.Value.GetComponent <UnityEngine.AI.NavMeshAgent>() : null;
            }

            // Validate members?
            if (m_GOAgent == null || target.Value == null)
            {
                return(Status.Error);
            }

            if (target.transform.hasChanged)
            {
                m_GOAgent.SetDestination(target.transform.position);
            }

            return(Status.Running);
        }
Esempio n. 22
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        public override Node.Task OnUpdate()
        {
            if (HasArrived())
            {
                if (waypointReachedTime == -1)
                {
                    waypointReachedTime = Time.time;
                }


                // wait the required duration before switching waypoints.
                if (waypointReachedTime + waypointPauseDuration <= Time.time)
                {
                    if (randomPatrol)
                    {
                        if (waypoints.Count == 1)
                        {
                            waypointIndex = 0;
                        }
                        else
                        {
                            // prevent the same waypoint from being selected
                            var newWaypointIndex = waypointIndex;
                            while (newWaypointIndex == waypointIndex)
                            {
                                newWaypointIndex = Random.Range(0, waypoints.Count);
                            }
                            waypointIndex = newWaypointIndex;
                        }
                    }
                    else
                    {
                        waypointIndex = (waypointIndex + 1) % waypoints.Count;
                    }
                    _agent.SetDestination(Target());
                    waypointReachedTime = -1;
                }
            }
            return(Task.Running);
        }
Esempio n. 23
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        public override void OnStart()
        {
            navAgent = gameObject.GetComponent <UnityEngine.AI.NavMeshAgent>();
            if (navAgent == null)
            {
                Debug.LogWarning("The " + gameObject.name + " game object does not have a Nav Mesh Agent component to navigate. One with default values has been added", gameObject);
                navAgent = gameObject.AddComponent <UnityEngine.AI.NavMeshAgent>();
            }

            Transform waypoint = GetRandomWaypoint();

            if (waypoint == null)
            {
                Debug.LogWarning("No waypoints have been given for " + gameObject.name + " to navigate to.", gameObject);
            }
            else
            {
                navAgent.SetDestination(waypoint.position);
            }

            navAgent.isStopped = false;
        }
Esempio n. 24
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        /// <summary>
        /// This method updates the NavMesh Agent thus allowing the enemy to move.
        /// If the player is within the enemy's range then the enemy will move towards
        /// the player. Otherwhise he will stop. If the player is within melee range
        /// then the enemy will always face the player.
        /// </summary>
        void Movement()
        {
            distance = Vector3.Distance(player.position, transform.position);
            if (Physics.Raycast(collider.transform.TransformPoint(collider.center), playerDir, out hitInfo, viewLenght) && hitInfo.transform.tag == "Player" && distance > attackDistance)
            {
                Debug.Log("Player is in range and the enemy is following him");
                nav.SetDestination(player.position);
                nav.Resume();
            }

            else if (distance < attackDistance)
            {
                Debug.Log("The enemy is close enough to attack");
                nav.Stop(true);
                transform.LookAt(player.transform);
            }

            else if (distance > viewDistance)
            {
                nav.Stop(true);
            }
        }
        private void SetCharacterPosition()
        {
            /*
             * Move the character, unless they are spot-turning.
             */
            if (_char != null && !_char.IsTurningBeforeWalking())
            {
                /*
                 * We could just set the destination as _char.GetTargetPosition(), but this function will return the character's position if they
                 * are not on a path. This is normally fine, but the path is also removed once the character begins decelerating.
                 * Therefore, we record the "last known" targetPosition for as long as the character is on a Path.
                 * Note: If the character overshoots and starts 'sliding' backward, try increasing the NavMeshAgent's stopping distance.
                 */
                if (_char.GetPath() || _char.charState == CharState.Idle)
                {
                    targetPosition = _char.GetTargetPosition();
                }

                /**
                 * Stop the character from running if they are closer than the "Stopping distance" to from their target.
                 */
                if (_char.isRunning && Vector3.Distance(targetPosition, transform.position) < navMeshAgent.stoppingDistance)
                {
                    if (_char.WillStopAtNextNode())
                    {
                        _char.isRunning = false;
                    }
                }

                /*
                 * Scale the speed if we are running. Note that the original speed is recorded in Start(), so you will need to replay the scene
                 * to see changes made to the NavMeshAgent's "speed" variable take effect.
                 */
                navMeshAgent.speed = (_char.isRunning) ? (originalSpeed * runSpeedFactor) : originalSpeed;

                navMeshAgent.SetDestination(targetPosition);
            }
        }
        private void SetDestination(Vector3 position)
        {
            if (agents.Count < 1)
            {
                return;
            }
            master.SetDestination(position);

            int currentInRow    = 1;
            int currentInColumn = 0;

            for (int i = 1; i < agents.Count; i++)
            {
                UnityEngine.AI.NavMeshAgent mAgent = agents[i];
                mAgent.speed = master.speed * 1.5f;
                mAgent.SetDestination(master.transform.position - master.transform.right * currentInRow * 2 - master.transform.forward * currentInColumn * 2);
                currentInRow++;
                if (currentInRow == maxInRow)
                {
                    currentInRow = 0;
                    currentInColumn++;
                }
            }
        }
Esempio n. 27
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        void Start()
        {
            _agent = GetComponentInChildren <UnityEngine.AI.NavMeshAgent>();
            _pawn  = GetComponentInParent <Pawn>();

            _targetReached = true;

            if (_randomPosition)
            {
                _target = new GameObject().transform;
                Random.InitState((int)System.DateTime.Now.Ticks);
            }
            else
            {
                if (_target)
                {
                    _oldTargetPos = _target.position;
                    _agent.SetDestination(_target.position);
                }
            }

            _agent.updateRotation = false;
            _agent.updatePosition = false;
        }
Esempio n. 28
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        void Update()
        {
            var closestPlayer = FindClosestPlayer();

            if (closestPlayer == null)
            {
                nav.enabled = false;
            }
            else
            {
                nav.enabled = true;
            }

            var playerHealth = closestPlayer.GetComponent <PlayerHealth>();

            if (enemyHealth.currentHealth > 0 && playerHealth.currentHealth > 0)
            {
                nav.SetDestination(closestPlayer.transform.position);
            }
            else
            {
                nav.enabled = false;
            }
        }
Esempio n. 29
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 public override void OnStart()
 {
     navMeshAgent.SetDestination(target.Value.position);
 }
Esempio n. 30
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        private IEnumerator StateGen()
        {
            int     node = 0;
            NodeVal ret  = NodeVal.Error;

            _jmp              = -1;
            comp_Animator     = GetComponent <Animator>();
            comp_navMeshAgent = GetComponent <UnityEngine.AI.NavMeshAgent>();
            float   f1    = 0.0f;
            int     n0c   = -1;
            int     n1_1i = 0;
            NodeVal n0_1r = NodeVal.Invalid;
            NodeVal r1    = NodeVal.Invalid;
            NodeVal r2    = NodeVal.Invalid;

            valid = valid && (comp_Animator != null);
            valid = valid && (comp_navMeshAgent != null);
            if (!valid)
            {
                throw new BehaviourTreeException("Behaviour tree will not run. The GameObject has missing required components.");
            }
            do
            {
                switch (node)
                {
                case 0:

                        #if UNITY_EDITOR
                    if (_live != null)
                    {
                        _live = _live.SetLiveValue(1, _liveHandle, NodeVal.Running, false, true);
                    }
                        #endif
                    n0c   = 1;
                    node  = 1;
                    n0_1r = NodeVal.Success;
                    break;

                case 12:

                    if (_jmp >= 0)
                    {
                        node = _jmp;
                        _jmp = -1;
                        continue;
                    }
                    n0_1r = (NodeVal)System.Math.Max((int)n0_1r, (int)ret);
                    if (ret == NodeVal.Success && n0c < 3)
                    {
                        node = ++n0c;
                    }
                    else
                    {
                        n0c  = 1;
                        node = 0;
                        ret  = n0_1r;

                        #if UNITY_EDITOR
                        if (_live != null)
                        {
                            _live = _live.SetLiveValue(1, _liveHandle, ret, true, false);
                        }
                        #endif
                        yield return(null);
                    }
                    break;

                case 1:


                        #if UNITY_EDITOR
                    if (_live != null)
                    {
                        _live = _live.SetLiveValue(8, _liveHandle, NodeVal.Running, false, false);
                    }
                        #endif
                    do
                    {
                        node = UnityEngine.Random.Range(4, 10);
                    } while (n1_1i == node);
                    n1_1i = node;
                    break;

                case 13:

                    node = 12;

                        #if UNITY_EDITOR
                    if (_live != null)
                    {
                        _live = _live.SetLiveValue(8, _liveHandle, ret, false, false);
                    }
                        #endif

                    break;

                case 2:

                    if (!comp_navMeshAgent.SetDestination((this.Target).position))
                    {
                        node = 12;
                        ret  = NodeVal.Fail;
                        #if UNITY_EDITOR
                        if (_live != null)
                        {
                            _live = _live.SetLiveValue(9, _liveHandle, ret, false, false);
                        }
                        #endif

                        break;
                    }
                    do
                    {
                        ret = (comp_navMeshAgent.pathPending || comp_navMeshAgent.remainingDistance > comp_navMeshAgent.stoppingDistance || comp_navMeshAgent.velocity.sqrMagnitude != 0f)? NodeVal.Running : NodeVal.Success;
                        if (ret == NodeVal.Running)
                        {
                        #if UNITY_EDITOR
                            if (_live != null)
                            {
                                _live = _live.SetLiveValue(9, _liveHandle, NodeVal.Running, true, false);
                            }
                        #endif
                            yield return(null);
                        }
                        else
                        {
                            node = 12;
                            break;
                        }
                    } while (true);

                        #if UNITY_EDITOR
                    if (_live != null)
                    {
                        _live = _live.SetLiveValue(9, _liveHandle, ret, false, false);
                    }
                        #endif

                    break;

                case 3:


                    f1  = Time.time;
                    r1  = NodeVal.Running;
                    r2  = NodeVal.Running;
                    ret = NodeVal.Success;

                    do
                    {
                        if (r1 == NodeVal.Running)
                        {
                            /* Animation */
                            comp_Animator.SetTrigger("Tip");
                            r1 = NodeVal.Success;
                        }
                        ret = r1;
                                #if UNITY_EDITOR
                        if (_live != null)
                        {
                            _live = _live.SetLiveValue(11, _liveHandle, r1, false, false);
                        }
                                #endif

                        if (r2 == NodeVal.Running)
                        {
                            /* Wait */
                            r2 = ((Time.time - f1) > 2f)? NodeVal.Success : NodeVal.Running;
                        }
                        ret = (NodeVal)System.Math.Max((int)r2, (int)ret);
                                #if UNITY_EDITOR
                        if (_live != null)
                        {
                            _live = _live.SetLiveValue(12, _liveHandle, r2, false, false);
                        }
                                #endif
                        if (ret == NodeVal.Running)
                        {
                        #if UNITY_EDITOR
                            if (_live != null)
                            {
                                _live = _live.SetLiveValue(10, _liveHandle, NodeVal.Running, true, false);
                            }
                        #endif
                            yield return(null);
                        }
                        else
                        {
                            node = 12;
                            break;
                        }
                    } while (true);

                        #if UNITY_EDITOR
                    if (_live != null)
                    {
                        _live = _live.SetLiveValue(10, _liveHandle, ret, false, false);
                    }
                        #endif

                    break;

                case 4:



                    this.Target = this.Target1;
                    ret         = NodeVal.Success;
                    node        = 13;

                        #if UNITY_EDITOR
                    if (_live != null)
                    {
                        _live = _live.SetLiveValue(7, _liveHandle, ret, false, false);
                    }
                        #endif

                    break;

                case 5:



                    this.Target = this.Target2;
                    ret         = NodeVal.Success;
                    node        = 13;

                        #if UNITY_EDITOR
                    if (_live != null)
                    {
                        _live = _live.SetLiveValue(6, _liveHandle, ret, false, false);
                    }
                        #endif

                    break;

                case 6:



                    this.Target = this.Target3;
                    ret         = NodeVal.Success;
                    node        = 13;

                        #if UNITY_EDITOR
                    if (_live != null)
                    {
                        _live = _live.SetLiveValue(5, _liveHandle, ret, false, false);
                    }
                        #endif

                    break;

                case 7:



                    this.Target = this.Target4;
                    ret         = NodeVal.Success;
                    node        = 13;

                        #if UNITY_EDITOR
                    if (_live != null)
                    {
                        _live = _live.SetLiveValue(2, _liveHandle, ret, false, false);
                    }
                        #endif

                    break;

                case 8:



                    this.Target = this.Target5;
                    ret         = NodeVal.Success;
                    node        = 13;

                        #if UNITY_EDITOR
                    if (_live != null)
                    {
                        _live = _live.SetLiveValue(3, _liveHandle, ret, false, false);
                    }
                        #endif

                    break;

                case 9:



                    this.Target = this.Target6;
                    ret         = NodeVal.Success;
                    node        = 13;

                        #if UNITY_EDITOR
                    if (_live != null)
                    {
                        _live = _live.SetLiveValue(4, _liveHandle, ret, false, false);
                    }
                        #endif

                    break;
                }
            } while (node >= 0);
            yield return(null);
        }