bovido/addons/beehave/nodes/composites/composite.gd

41 lines
1.1 KiB
GDScript3
Raw Normal View History

## A Composite node controls the flow of execution of its children in a specific manner.
@tool
@icon("../../icons/category_composite.svg")
class_name Composite extends BeehaveNode
var running_child: BeehaveNode = null
func _ready():
if Engine.is_editor_hint():
return
if self.get_child_count() < 1:
push_warning("BehaviorTree Error: Composite %s should have at least one child (NodePath: %s)" % [self.name, self.get_path()])
func _get_configuration_warnings() -> PackedStringArray:
var warnings: PackedStringArray = super._get_configuration_warnings()
if get_children().filter(func(x): return x is BeehaveNode).size() < 2:
warnings.append("Any composite node should have at least two children. Otherwise it is not useful.")
return warnings
func interrupt(actor: Node, blackboard: Blackboard) -> void:
if running_child != null:
running_child.interrupt(actor, blackboard)
running_child = null
func after_run(actor: Node, blackboard: Blackboard) -> void:
running_child = null
func get_class_name() -> Array[StringName]:
var classes := super()
classes.push_back(&"Composite")
return classes