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- namespace BehaviorDesigner.Runtime.Tasks
- {
- [TaskDescription(@"The repeater task will repeat execution of its child task until the child task has been run a specified number of times. " +
- "It has the option of continuing to execute the child task even if the child task returns a failure.")]
- [TaskIcon("{SkinColor}RepeaterIcon.png")]
- public class RepeaterRandom : Decorator
- {
- [Tooltip("The number of times to repeat the execution of its child task")]
- public SharedInt count = 1;
- public SharedInt minCount = 1;
- public SharedInt Maxcount = 3;
- [Tooltip("Allows the repeater to repeat forever")]
- public SharedBool repeatForever;
- [Tooltip("Should the task return if the child task returns a failure")]
- public SharedBool endOnFailure;
- // The number of times the child task has been run.
- private int executionCount = 0;
- // The status of the child after it has finished running.
- private TaskStatus executionStatus = TaskStatus.Inactive;
- public override void OnStart()
- {
- count = UnityEngine.Random.Range(minCount.Value, Maxcount.Value + 1);
- }
- public override bool CanExecute()
- {
- // Continue executing until we've reached the count or the child task returned failure and we should stop on a failure.
- return (repeatForever.Value || executionCount < count.Value) && (!endOnFailure.Value || (endOnFailure.Value && executionStatus != TaskStatus.Failure));
- }
- public override void OnChildExecuted(TaskStatus childStatus)
- {
- // The child task has finished execution. Increase the execution count and update the execution status.
- executionCount++;
- executionStatus = childStatus;
- }
- public override void OnEnd()
- {
- // Reset the variables back to their starting values.
- executionCount = 0;
- executionStatus = TaskStatus.Inactive;
- }
- public override void OnReset()
- {
- // Reset the public properties back to their original values.
- count = 0;
- endOnFailure = true;
- }
- }
- }
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