mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
56 lines
2.1 KiB
C++
56 lines
2.1 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2014 Guy Allard
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "Sequence.h"
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using namespace BadBehavior;
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//------------------------------------------------------------------------------
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// Sequence node
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//------------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT(Sequence);
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Task *Sequence::createTask(SimObject &owner, BehaviorTreeRunner &runner)
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{
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return new SequenceTask(*this, owner, runner);
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}
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//------------------------------------------------------------------------------
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// Sequence Task
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//------------------------------------------------------------------------------
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SequenceTask::SequenceTask(Node &node, SimObject &owner, BehaviorTreeRunner &runner)
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: Parent(node, owner, runner)
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{
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}
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void SequenceTask::onChildComplete(Status s)
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{
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mStatus = s;
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// if child succeeded, move on to the next child
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if(mStatus == SUCCESS)
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++mCurrentChild;
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else
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mIsComplete = true;
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}
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