public override void OnRunning(float deltatime) { DebugNode runningNode = Childs[RunningNodeIndex]; runningNode.Update(deltatime); switch (runningNode.Status) { case DebugNodeStatus.Success: RunningNodeIndex++; if (RunningNodeIndex >= Childs.Count) { Status = DebugNodeStatus.Success; } break; case DebugNodeStatus.Failed: Status = DebugNodeStatus.Failed; break; case DebugNodeStatus.Error: Status = DebugNodeStatus.Error; break; } }
public override void OnRunning(float deltatime) { DebugNode runningNode = Children[RunningNodeIndex]; runningNode.Update(deltatime); if (runningNode.Status == DebugNodeStatus.Error) { Status = DebugNodeStatus.Error; return; } if (runningNode.Status == DebugNodeStatus.Failed) { RunningNodeIndex++; if (RunningNodeIndex >= Childs.Count) { Status = DebugNodeStatus.Failed; return; } } else if (runningNode.Status == DebugNodeStatus.Success) { Status = DebugNodeStatus.Success; } }
public override void OnRunning(float deltatime) { CurFrames++; DebugNode runningNode = Childs[RunningNodeIndex]; //子节点跳过Transition状态 if (runningNode.Status == DebugNodeStatus.None) { runningNode.Status = DebugNodeStatus.Transition; runningNode.TransitionElapsedTime = DebugManager.TransitionTime; } runningNode.Update(deltatime); if (runningNode.Status == DebugNodeStatus.Error) { Status = DebugNodeStatus.Error; return; } if (CurFrames >= Frames) { Status = DebugNodeStatus.Success; return; } if (runningNode.Status == DebugNodeStatus.Failed || runningNode.Status == DebugNodeStatus.Success) { SetChildState(DebugNodeStatus.Transition); } }
public override void OnRunning(float deltatime) { DebugNode runningNode = RandList[RunningNodeIndex]; runningNode.Update(deltatime); if (runningNode.Status == DebugNodeStatus.Success) { Status = DebugNodeStatus.Success; } else if (runningNode.Status == DebugNodeStatus.Failed) { Status = DebugNodeStatus.Failed; RunningNodeIndex++; //所有运行失败将返回失败 if (RunningNodeIndex >= Children.Count) { Status = DebugNodeStatus.Failed; } } else if (runningNode.Status == DebugNodeStatus.Error) { Status = DebugNodeStatus.Error; } }
public override void OnRunning(float deltatime) { DebugNode runningNode = Childs[RunningNodeIndex]; runningNode.Update(deltatime); if (runningNode.Status == DebugNodeStatus.Error) { Status = DebugNodeStatus.Error; return; } if (runningNode.Status == DebugNodeStatus.Failed || runningNode.Status == DebugNodeStatus.Success) { CurTimes++; } if (LoopTimes != -1 && CurTimes >= LoopTimes) { Status = DebugNodeStatus.Success; return; } if (runningNode.Status == DebugNodeStatus.Failed || runningNode.Status == DebugNodeStatus.Success) { SetChildState(DebugNodeStatus.None); } }
public void Update(float deltatime) { if (State == DebugState.None) { return; } m_DebugNode.Update(deltatime); }
public override void OnRunning(float deltatime) { DebugNode runningNode = Childs[RunningNodeIndex]; runningNode.Update(deltatime); if (runningNode.Status != DebugNodeStatus.Transition) { Status = runningNode.Status; } }
public override void OnRunning(float deltatime) { DebugNode runningNode = Childs[RunningNodeIndex]; runningNode.Update(deltatime); if (runningNode.Status == DebugNodeStatus.Error) { Status = DebugNodeStatus.Error; } else if (runningNode.Status == DebugNodeStatus.Failed) { Status = DebugNodeStatus.Failed; } else if (runningNode.Status == DebugNodeStatus.Success) { Status = DebugNodeStatus.Failed; } }
public override void OnRunning(float deltatime) { int failCount = 0; int successCount = 0; for (int i = 0; i < Childs.Count; i++) { DebugNode childNode = Childs[i]; childNode.Update(deltatime); if (childNode.Status == DebugNodeStatus.Failed) { failCount++; if (FailurePolicy == FAILURE_POLICY.FAIL_ON_ONE) { Status = DebugNodeStatus.Failed; break; } else if (FailurePolicy == FAILURE_POLICY.FAIL_ON_ALL && failCount == Childs.Count) { Status = DebugNodeStatus.Failed; } } else if (childNode.Status == DebugNodeStatus.Success) { successCount++; if (SuccessPolicy == SUCCESS_POLICY.SUCCEED_ON_ONE) { Status = DebugNodeStatus.Success; } else if (SuccessPolicy == SUCCESS_POLICY.SUCCEED_ON_ALL && successCount == Childs.Count) { Status = DebugNodeStatus.Success; } } else if (childNode.Status == DebugNodeStatus.Error) { Status = DebugNodeStatus.Error; } } }
public override void OnRunning(float deltatime) { if (CurrentRunningIndex == 0) { ConditionNode.Update(deltatime); if (ConditionNode.Status == DebugNodeStatus.Error) { Status = DebugNodeStatus.Error; return; } } if (ConditionNode.Status == DebugNodeStatus.Success) { CurrentRunningIndex = 1; } else if (ConditionNode.Status == DebugNodeStatus.Failed) { CurrentRunningIndex = 2; } if (CurrentRunningIndex != 0) { DebugNode debugNode = Childs[CurrentRunningIndex]; debugNode.Update(deltatime); if (debugNode.Status == DebugNodeStatus.Error) { Status = DebugNodeStatus.Error; return; } if (debugNode.Status >= DebugNodeStatus.Running) { Status = debugNode.Status; } } }