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- //-----------------------------------------------------------------------------
- // 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.
- //-----------------------------------------------------------------------------
- #include "Sequence.h"
- using namespace BadBehavior;
- //------------------------------------------------------------------------------
- // Sequence node
- //------------------------------------------------------------------------------
- IMPLEMENT_CONOBJECT(Sequence);
- Task *Sequence::createTask(SimObject &owner, BehaviorTreeRunner &runner)
- {
- return new SequenceTask(*this, owner, runner);
- }
- //------------------------------------------------------------------------------
- // Sequence Task
- //------------------------------------------------------------------------------
- SequenceTask::SequenceTask(Node &node, SimObject &owner, BehaviorTreeRunner &runner)
- : Parent(node, owner, runner)
- {
- }
- void SequenceTask::onChildComplete(Status s)
- {
- mStatus = s;
- // if child succeeded, move on to the next child
- if(mStatus == SUCCESS)
- ++mCurrentChild;
- else
- mIsComplete = true;
- }
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