예제 #1
0
    // Update is called once per frame
    public override BEHAVIOUR_STATUS Update()
    {
        BEHAVIOUR_STATUS returnStatus = BEHAVIOUR_STATUS.FAILURE;

        for (int i = 0; i < GetChildBehaviours().Count; i++)
        {
            Nodes currentBehaviour = GetChildBehaviours()[i];
            returnStatus = currentBehaviour.Update();

            if (returnStatus == BEHAVIOUR_STATUS.SUCCESS)
            {
            }
            else
            {
                break;
            }
        }

        if (returnStatus == BEHAVIOUR_STATUS.SUCCESS || returnStatus == BEHAVIOUR_STATUS.FAILURE)
        {
            Reset();
        }

        return(returnStatus);
    }
예제 #2
0
    public override BEHAVIOUR_STATUS Update()
    {
        BEHAVIOUR_STATUS returnStatus = BEHAVIOUR_STATUS.FAILURE;
        Nodes            currentNode  = GetChildBehaviours()[currentIndex];

        BEHAVIOUR_STATUS behaviourStatus = currentNode.Update();

        if (behaviourStatus == BEHAVIOUR_STATUS.FAILURE)
        {
            if (currentIndex == GetChildBehaviours().Count - 1)
            {
                returnStatus = BEHAVIOUR_STATUS.FAILURE;
            }
            else
            {
                ++currentIndex;
                returnStatus = BEHAVIOUR_STATUS.RUNNING;
            }
        }
        else
        {
            returnStatus = behaviourStatus;
        }

        if (returnStatus == BEHAVIOUR_STATUS.SUCCESS || returnStatus == BEHAVIOUR_STATUS.FAILURE)
        {
            Reset();
        }

        return(returnStatus);
    }
예제 #3
0
    public override BEHAVIOUR_STATUS Update()
    {
        BEHAVIOUR_STATUS returnStatus = BEHAVIOUR_STATUS.FAILURE;

        if (isCompleted == true)
        {
            currentNode = GetChildBehaviours()[Random.Range(0, GetChildBehaviours().Count)];
            isCompleted = false;
        }

        BEHAVIOUR_STATUS behaviourStatus = currentNode.Update();

        if (behaviourStatus == BEHAVIOUR_STATUS.FAILURE)
        {
            returnStatus = BEHAVIOUR_STATUS.FAILURE;
        }
        else
        {
            returnStatus = behaviourStatus;
        }

        if (returnStatus == BEHAVIOUR_STATUS.SUCCESS || returnStatus == BEHAVIOUR_STATUS.FAILURE)
        {
            isCompleted = true;
            Reset();
        }

        return(returnStatus);
    }
예제 #4
0
        public override BEHAVIOUR_STATUS Update()
        {
            BEHAVIOUR_STATUS returnStatus     = BEHAVIOUR_STATUS.FAILURE;
            Node             currentBehaviour = GetChildBehaviours()[m_currentIndex];

            if (currentBehaviour != null)
            {
                BEHAVIOUR_STATUS behaviourStatus = currentBehaviour.Update();

                if (behaviourStatus == BEHAVIOUR_STATUS.SUCCESS)
                {
                    if (m_currentIndex == GetChildBehaviours().Count - 1)
                    {
                        returnStatus = BEHAVIOUR_STATUS.SUCCESS;
                    }
                    else
                    {
                        m_currentIndex++;
                        returnStatus = BEHAVIOUR_STATUS.RUNNING;
                    }
                }
                else
                {
                    returnStatus = behaviourStatus;
                }

                if (returnStatus == BEHAVIOUR_STATUS.SUCCESS || returnStatus == BEHAVIOUR_STATUS.FAILURE)
                {
                    Reset();
                }
            }

            return(returnStatus);
        }
예제 #5
0
        public override BEHAVIOUR_STATUS Update()
        {
            BEHAVIOUR_STATUS returnStatus = BEHAVIOUR_STATUS.NONE;
            BEHAVIOUR_STATUS previous     = GetChildNode().Update();

            if (previous == BEHAVIOUR_STATUS.FAILURE)
            {
                returnStatus = BEHAVIOUR_STATUS.SUCCESS;
            }
            else if (previous == BEHAVIOUR_STATUS.SUCCESS)
            {
                returnStatus = BEHAVIOUR_STATUS.FAILURE;
            }

            return(returnStatus);
        }
예제 #6
0
        public override BEHAVIOUR_STATUS Update()
        {
            if (m_behaviourPrevious == BEHAVIOUR_STATUS.RUNNING)
            {
                m_behaviourPrevious = GetChildNode().Update();
                return(m_behaviourPrevious);
            }
            m_waitTimer = m_waitTimer - Time.deltaTime;

            if (m_waitTimer < 0.0f)
            {
                m_waitTimer         = m_waitTime;
                m_behaviourPrevious = GetChildNode().Update();
                return(m_behaviourPrevious);
            }
            else
            {
                return(BEHAVIOUR_STATUS.RUNNING);
            }
        }
예제 #7
0
    public override BEHAVIOUR_STATUS Update()
    {
        Nodes currentNode = GetChildBehaviour();

        BEHAVIOUR_STATUS currentBehaviour = currentNode.Update();

        if(currentBehaviour == BEHAVIOUR_STATUS.SUCCESS)
        {
            return BEHAVIOUR_STATUS.FAILURE;
        }

        else if(currentBehaviour == BEHAVIOUR_STATUS.FAILURE)
        {
            return BEHAVIOUR_STATUS.SUCCESS;
        }
        else
        {
            return currentBehaviour;
        }
    }
예제 #8
0
 public Nodes()
 {
     behaviourStatus = BEHAVIOUR_STATUS.NONE;
 }