Torque3D/Engine/source/BadBehavior/leaf/ScriptedBehavior.h
2016-08-12 20:39:56 +02:00

56 lines
2.3 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2014 Guy Allard
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _BB_SCRIPTEDBEHAVIOR_H_
#define _BB_SCRIPTEDBEHAVIOR_H_
#ifndef _BB_CORE_H_
#include "BadBehavior/core/behavior.h"
#endif
namespace BadBehavior
{
//---------------------------------------------------------------------------
// ScriptedBehavior - A structured behavior leaf node which defines a series
// Of scripted callbacks
//---------------------------------------------------------------------------
class ScriptedBehavior : public Behavior
{
typedef Behavior Parent;
public:
ScriptedBehavior();
virtual bool precondition( SimObject *owner );
virtual void onEnter( SimObject *owner );
virtual void onExit( SimObject *owner );
virtual Status behavior( SimObject *owner );
DECLARE_CONOBJECT(ScriptedBehavior);
DECLARE_CALLBACK(void, onEnter, (SimObject *owner));
DECLARE_CALLBACK(void, onExit, (SimObject *owner));
DECLARE_CALLBACK(bool, precondition, (SimObject *owner));
DECLARE_CALLBACK(Status, behavior, (SimObject *owner));
};
} // namespace BadBehavior
#endif