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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Brains.Framework;
using Brains.Framework.Behaviors;
using Microsoft.Xna.Framework;
namespace Brains.Framework.Behaviors
{
public class DecoratorBehavior : IBehavior,ISubBehaviorHolder
{
private Agent _owner;
BehaviorList<IBehavior> _subBehaviors;
public DecoratorBehavior()
{
SubBehaviors = new BehaviorList<IBehavior>();
}
public Agent Owner
{
get { return _owner; }
}
public BehaviorState State { get; set; }
public void SetOwner(Agent owner)
{
_owner = owner;
_subBehaviors.Owner = this;
}
public virtual void Update(GameTime gameTime)
{
}
public virtual void OnSuccess()
{
}
public virtual void OnFailure()
{
}
public virtual void Reset()
{
State = BehaviorState.Idle;
}
public BehaviorList<IBehavior> SubBehaviors
{
get
{
return _subBehaviors;
}
set
{
_subBehaviors = value;
}
}
public int CurrentSubBehavior {get;set;}
public void OnSubBehaviorSuccess()
{
}
public void OnSubBehaviorFailure()
{
}
}
} |