/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. #ifndef CRYINCLUDE_CRYCOMMON_BEHAVIORTREE_ACTION_H #define CRYINCLUDE_CRYCOMMON_BEHAVIORTREE_ACTION_H #pragma once #include "Node.h" namespace BehaviorTree { class Action : public Node { typedef Node BaseClass; public: virtual void HandleEvent(const EventContext& context, const Event& event) { } virtual LoadResult LoadFromXml(const XmlNodeRef& xml, const LoadContext& context) override { IF_UNLIKELY (BaseClass::LoadFromXml(xml, context) == LoadFailure) { return LoadFailure; } if (xml->getChildCount() == 0) { return LoadSuccess; } else { ErrorReporter(*this, context).LogError("No children allowed but found %d.", xml->getChildCount()); return LoadFailure; } } virtual void OnInitialize(const UpdateContext& context) override { } virtual void OnTerminate(const UpdateContext& context) override { } }; } #endif // CRYINCLUDE_CRYCOMMON_BEHAVIORTREE_ACTION_H