56 lines
2.2 KiB
C++
56 lines
2.2 KiB
C++
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Tencent is pleased to support the open source community by making behaviac available.
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//
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// Copyright (C) 2015-2017 THL A29 Limited, a Tencent company. All rights reserved.
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//
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// Licensed under the BSD 3-Clause License (the "License"); you may not use this file except in compliance with
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// the License. You may obtain a copy of the License at http://opensource.org/licenses/BSD-3-Clause
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//
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// Unless required by applicable law or agreed to in writing, software distributed under the License is
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// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and limitations under the License.
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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#ifndef _BEHAVIAC_FSM_STARTCONDITION_H_
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#define _BEHAVIAC_FSM_STARTCONDITION_H_
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#include "behaviac/common/base.h"
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#include "behaviac/behaviortree/behaviortree.h"
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#include "behaviac/behaviortree/behaviortree_task.h"
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#include "behaviac/property/property.h"
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#include "behaviac/behaviortree/attachments/precondition.h"
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namespace behaviac {
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class BEHAVIAC_API StartCondition : public Precondition {
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public:
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BEHAVIAC_DECLARE_DYNAMIC_TYPE(StartCondition, Precondition);
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StartCondition() {
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m_targetId = -1;
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}
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virtual ~StartCondition();
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virtual bool IsValid(Agent* pAgent, BehaviorTask* pTask) const;
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virtual void ApplyEffects(Agent* pAgent, BehaviorNode::EPhase phase) const;
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int GetTargetStateId() {
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return this->m_targetId;
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}
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void SetTargetStateId(int value) {
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this->m_targetId = value;
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}
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protected:
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virtual void load(int version, const char* agentType, const properties_t& properties);
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virtual BehaviorTask* createTask() const {
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BEHAVIAC_ASSERT(false);
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return NULL;
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}
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// ============================================================================
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protected:
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int m_targetId ;
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behaviac::vector<Effector::EffectorConfig*> m_effectors;
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};
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}
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#endif
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