Error: Condition.Check when enabled = false

NodeCanvas Forums Support Error: Condition.Check when enabled = false

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  • #15123
    nodeshelp
    Participant

    Getting this error after upgrading to NodeCanvas 3.0.8:

     

    Condition.Check when enabled = false
    UnityEngine.Debug:Assert(Boolean, String)
    NodeCanvas.Framework.ConditionTask:Check(Component, IBlackboard) (at Assets/ParadoxNotion/CanvasCore/Framework/Runtime/Tasks/ConditionTask.cs:75)
    NodeCanvas.Framework.ConditionTask:CheckCondition(Component, IBlackboard) (at Assets/ParadoxNotion/CanvasCore/Framework/Runtime/Tasks/ConditionTask.cs:62)
    NodeCanvas.StateMachines.Branch:OnEnter() (at Assets/_Scripts/for NodeCanvas/Branch.cs:39)
    NodeCanvas.StateMachines.FSMState:OnExecute(Component, IBlackboard) (at Assets/ParadoxNotion/NodeCanvas/Modules/StateMachines/FSMState.cs:88)
    NodeCanvas.Framework.Node:Execute(Component, IBlackboard) (at Assets/ParadoxNotion/CanvasCore/Framework/Runtime/Graphs/Node.cs:293)
    NodeCanvas.StateMachines.FSM:EnterState(FSMState, TransitionCallMode) (at Assets/ParadoxNotion/NodeCanvas/Modules/StateMachines/FSM.cs:164)
    NodeCanvas.StateMachines.FSMState:CheckTransitions() (at Assets/ParadoxNotion/NodeCanvas/Modules/StateMachines/FSMState.cs:120)
    NodeCanvas.StateMachines.FSMState:Update() (at Assets/ParadoxNotion/NodeCanvas/Modules/StateMachines/FSMState.cs:99)
    NodeCanvas.StateMachines.FSM:OnGraphUpdate() (at Assets/ParadoxNotion/NodeCanvas/Modules/StateMachines/FSM.cs:87)
    NodeCanvas.Framework.Graph:UpdateGraph(Single) (at Assets/ParadoxNotion/CanvasCore/Framework/Runtime/Graphs/Graph.cs:684)
    NodeCanvas.Framework.Graph:UpdateGraph() (at Assets/ParadoxNotion/CanvasCore/Framework/Runtime/Graphs/Graph.cs:677)
    ParadoxNotion.Services.MonoManager:Update() (at Assets/ParadoxNotion/CanvasCore/Common/Runtime/Services/MonoManager.cs:98)

    #15125
    Gavalakis
    Keymaster

    Hello,

    In v3.+ conditions need to be Enabled and Disabled from the node that uses them. I see you are using a custom node named “Branch”. Can you please post your node code here and I will let me know the changes that need to be made so that the node works correctly. 🙂

    Thanks!

    Join us on Discord: https://discord.gg/97q2Rjh

    #15135
    nodeshelp
    Participant

    Thank you for the quick response! This is actually a node that you kindly provided in response to my question awhile ago. Here is the code:

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using NodeCanvas.Framework;

    namespace NodeCanvas.StateMachines
    {

    public class Branch : FSMState, ITaskAssignable<ConditionTask>
    {

    [SerializeField]
    private ConditionTask _condition;

    private ConditionTask condition
    {
    get { return _condition; }
    set { _condition = value; }
    }

    Task ITaskAssignable.task
    {
    get { return condition; }
    set { condition = (ConditionTask)value; }
    }

    public override bool allowAsPrime { get { return false; } }
    public override int maxInConnections { get { return -1; } }
    public override int maxOutConnections { get { return 2; } }

    protected override void OnEnter()
    {
    if (condition == null)
    {
    Finish(false);
    return;
    }

    var i = condition.CheckCondition(graphAgent, graphBlackboard) ? 0 : 1;
    (outConnections as FSMConnection).PerformTransition();
    Finish(i == 0);
    }

    ////////////////////////////////////////
    ///////////GUI AND EDITOR STUFF/////////
    ////////////////////////////////////////
    #if UNITY_EDITOR

    public override string GetConnectionInfo(int i)
    {
    return i == 0 ? “TRUE” : “FALSE”;
    }

    #endif

    }

    }

     

    #15145
    Gavalakis
    Keymaster

    Hello again,

    Ah, I see 🙂

    I have attached for you here the modified version of “Branch” that should now work with the new version of NodeCanvas.

    Let me know if that works for you as expected and without any issues.

    Thanks!

    Join us on Discord: https://discord.gg/97q2Rjh

    Attachments:
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    #15151
    nodeshelp
    Participant

    Seems to work great. No issues. Thank you so much!!!

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