private void Resync() { var actions = (_loop != null) ? _loop : Enumerable.Empty <IAIAction>(); _loop = AIActionGroup.SyncActions(_loopMode, _loop, actions, _passOptions); }
public void SyncActions(GameObject source, bool findWeightSupplier) { _loop = AIActionGroup.SyncActions(_loopMode, _loop, source, findWeightSupplier, _passOptions); }
public void SyncActions(IEnumerable <IAIAction> actions) { _loop = AIActionGroup.SyncActions(_loopMode, _loop, actions, _passOptions); }
public void SetEmpty() { _loop = AIActionGroup.SyncActions(_loopMode, _loop, Enumerable.Empty <IAIAction>(), _passOptions); }
public static AIActionGroup SyncActions(ActionGroupType type, AIActionGroup group, IEnumerable <IAIAction> actions, ParallelPassOptions parPassOptions = 0) { var repeat = (group != null) ? group.Repeat : RepeatMode.Never; var always = (group != null) ? group.AlwaysSucceed : false; switch (type) { case ActionGroupType.Sequential: { if (group is SequenceAction) { group.SetActions(actions); } else { group = new SequenceAction(actions); } break; } case ActionGroupType.Selector: { if (group is SelectorAction) { group.SetActions(actions); } else { group = new SelectorAction(actions); } break; } case ActionGroupType.Parrallel: { if (group is ParallelAction) { group.SetActions(actions); (group as ParallelAction).PassOptions = parPassOptions; } else { group = new ParallelAction(actions) { PassOptions = parPassOptions } }; break; } case ActionGroupType.Random: { if (group is RandomAction) { group.SetActions(actions); } else { group = new RandomAction(actions); } break; } default: throw new System.ArgumentException("Unknown ActionGroupType."); } group.Repeat = repeat; group.AlwaysSucceed = always; return(group); }
public static AIActionGroup SyncActions(ActionGroupType type, AIActionGroup group, GameObject source, bool findWeightSupplier, ParallelPassOptions parPassOptions = 0) { var repeat = (group != null) ? group.Repeat : RepeatMode.Never; var always = (group != null) ? group.AlwaysSucceed : false; //var actions = source.GetComponentsAlt<IAIAction>(); using (var actions = com.spacepuppy.Collections.TempCollection.GetList <IAIAction>()) { source.GetComponents <IAIAction>(actions, (c) => { if (c is IAIAction) { return(c as IAIAction); } else if (c is com.spacepuppy.Scenario.ITriggerableMechanism) { return(new TriggerableMechanismAsAIActionWrapper(c as com.spacepuppy.Scenario.ITriggerableMechanism)); } else { return(null); } }); switch (type) { case ActionGroupType.Sequential: { if (group is SequenceAction) { group.SetActions(actions); } else { group = new SequenceAction(actions); } break; } case ActionGroupType.Selector: { if (group is SelectorAction) { group.SetActions(actions); } else { group = new SelectorAction(actions); } break; } case ActionGroupType.Parrallel: { if (group is ParallelAction) { group.SetActions(actions); (group as ParallelAction).PassOptions = parPassOptions; } else { group = new ParallelAction(actions) { PassOptions = parPassOptions } }; break; } case ActionGroupType.Random: { if (group is RandomAction) { group.SetActions(actions); } else { group = new RandomAction(actions); } if (findWeightSupplier) { IAIActionWeightSupplier supplier; if (source.GetComponent <IAIActionWeightSupplier>(out supplier)) { (group as RandomAction).WeightSupplier = supplier; } } break; } default: throw new System.ArgumentException("Unknown ActionGroupType."); } } group.Repeat = repeat; group.AlwaysSucceed = always; return(group); }