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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Brains.Framework.Behaviors;
namespace AIDemos.GameClasses.Behaviors.Decorators
{
public class TimerBehavior:DecoratorBehavior
{
[Brains.Framework.Designer.BehaviorParameter("Time")]
public float Time { get; set; }
float timer;
public TimerBehavior()
{
}
public override void Update(GameTime gameTime)
{
timer += gameTime.GetElapsed();
if (timer >= Time)
{
State = Brains.Framework.Behaviors.BehaviorState.Success;
return;
}
base.Update(gameTime);
SubBehaviors[0].Update(gameTime);
if (SubBehaviors[0].State == Brains.Framework.Behaviors.BehaviorState.Success ||
SubBehaviors[0].State ==Brains.Framework.Behaviors.BehaviorState.Failed)
{
State = Brains.Framework.Behaviors.BehaviorState.Success;
}
}
public override void Reset()
{
timer = 0;
base.Reset();
}
}
} |