using Godot; using Rokojori.Extensions; namespace Rokojori; [Tool] [GlobalClass, Icon("res://addons/rokojori_action_library/Icons/Action.svg")] public partial class BehaviorSequence:Sequence { [Export] public bool loop = false; [Export] public bool isExclusive = true; [Export] public bool reinitialize = false; Brain _brain; public override void _Ready() { base._Ready(); _brain = NodesWalker.Get().GetParentWithType( this ); onSequenceDone.AddAction( OnDone ); } void OnDone( SequenceActionFinishedEvent ev ) { if ( _brain == null || _brain.activeSequence != this ) { return; } if ( loop ) { Trigger(); } else { _brain.Trigger(); } } }