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							|  |  |  |  | using System.Collections.Generic; | 
					
						
							|  |  |  |  | using CleverCrow.Fluid.BTs.Trees; | 
					
						
							|  |  |  |  | using UnityEngine; | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  | namespace CleverCrow.Fluid.BTs.Tasks { | 
					
						
							|  |  |  |  |     public interface ITask { | 
					
						
							|  |  |  |  |         /// <summary> | 
					
						
							|  |  |  |  |         /// Used for debugging and identification purposes | 
					
						
							|  |  |  |  |         /// </summary> | 
					
						
							|  |  |  |  |         string Name { get; set; } | 
					
						
							|  |  |  |  |          | 
					
						
							|  |  |  |  |         /// <summary> | 
					
						
							|  |  |  |  |         /// Is this task enabled or not? Disabled tasks are excluded from the runtime | 
					
						
							|  |  |  |  |         /// </summary> | 
					
						
							|  |  |  |  |         bool Enabled { get; set; } | 
					
						
							|  |  |  |  |          | 
					
						
							|  |  |  |  |         string IconPath { get; } | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  |         /// <summary> | 
					
						
							|  |  |  |  |         /// Reference to the behavior tree responsible for this node. Allows for dynamic variables such as adding a | 
					
						
							|  |  |  |  |         /// GameObject reference | 
					
						
							|  |  |  |  |         /// </summary> | 
					
						
							|  |  |  |  |         GameObject Owner { get; set; } | 
					
						
							|  |  |  |  |          | 
					
						
							|  |  |  |  |         /// <summary> | 
					
						
							|  |  |  |  |         /// Tree this node belongs to | 
					
						
							|  |  |  |  |         /// </summary> | 
					
						
							|  |  |  |  |         IBehaviorTree ParentTree { get; set; } | 
					
						
							|  |  |  |  |          | 
					
						
							|  |  |  |  |         List<ITask> Children { get; } | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  |         /// <summary> | 
					
						
							|  |  |  |  |         /// Last status returned by Update | 
					
						
							|  |  |  |  |         /// </summary> | 
					
						
							|  |  |  |  |         TaskStatus LastStatus { get; } | 
					
						
							|  |  |  |  |          | 
					
						
							|  |  |  |  |         EditorRuntimeUtilities EditorUtils { get; } | 
					
						
							|  |  |  |  |         float IconPadding { get; } | 
					
						
							|  |  |  |  |         bool HasBeenActive { get; } | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  |         /// <summary> | 
					
						
							|  |  |  |  |         /// Triggered every tick | 
					
						
							|  |  |  |  |         /// </summary> | 
					
						
							|  |  |  |  |         /// <returns></returns> | 
					
						
							|  |  |  |  |         TaskStatus Update (); | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  |         /// <summary> | 
					
						
							|  |  |  |  |         /// Forcibly end this task. Firing all necessary completion logic | 
					
						
							|  |  |  |  |         /// </summary> | 
					
						
							|  |  |  |  |         void End (); | 
					
						
							|  |  |  |  | 
 | 
					
						
							|  |  |  |  |         /// <summary> | 
					
						
							|  |  |  |  |         /// Reset this task back to its initial state to run again. Triggered after the behavior | 
					
						
							|  |  |  |  |         /// tree finishes with a task status other than continue. | 
					
						
							|  |  |  |  |         /// </summary> | 
					
						
							|  |  |  |  |         void Reset (); | 
					
						
							|  |  |  |  |     } | 
					
						
							|  |  |  |  | } |