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