text: /////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  // Tencent is pleased to support the open source community by making behaviac available.
  //
  // Copyright (C) 2015 THL A29 Limited, a Tencent company. All rights reserved.
  //
  // Licensed under the BSD 3-Clause License (the "License"); you may not use this file except in compliance with
  // the License. You may obtain a copy of the License at http://opensource.org/licenses/BSD-3-Clause
  //
  // Unless required by applicable law or agreed to in writing, software distributed under the License is
  // distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
  // See the License for the specific language governing permissions and limitations under the License.
  /////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  
  #ifndef BEHAVIAC_BEHAVIORTREE_WAIT_H
  #define BEHAVIAC_BEHAVIORTREE_WAIT_H
  
  #include "behaviac/base/base.h"
  #include "behaviac/behaviortree/behaviortree.h"
  #include "behaviac/behaviortree/behaviortree_task.h"
  
  namespace behaviac
  {
      /*! \addtogroup treeNodes Behavior Tree
      * @{
      * \addtogroup Wait
      * @{ */
  
      /**
      Wait for the specified milliseconds. always return Running until time over.
      */
      class BEHAVIAC_API Wait : public BehaviorNode
      {
      public:
          BEHAVIAC_DECLARE_DYNAMIC_TYPE(Wait, BehaviorNode);
  
          Wait();
          virtual ~Wait();
          virtual void load(int version, const char* agentType, const properties_t& properties);
  
          virtual float GetTime(Agent* pAgent) const;
  
      private:
          virtual BehaviorTask* createTask() const;
  
      protected:
          bool		m_ignoreTimeScale;
          Property*	m_time_var;
  
          friend class WaitTask;
      };
  
      class BEHAVIAC_API WaitTask : public LeafTask
      {
      public:
          BEHAVIAC_DECLARE_DYNAMIC_TYPE(WaitTask, LeafTask);
  
          WaitTask();
  
      protected:
          virtual ~WaitTask();
  
          virtual void copyto(BehaviorTask* target) const;
          virtual void save(ISerializableNode* node) const;
          virtual void load(ISerializableNode* node);
  
          virtual bool onenter(Agent* pAgent);
          virtual void onexit(Agent* pAgent, EBTStatus s);
          virtual EBTStatus update(Agent* pAgent, EBTStatus childStatus);
  
          bool GetIgnoreTimeScale() const;
          float	GetTime(Agent* pAgent) const;
  
          float	m_start;
          float	m_time;
      };
      /*! @} */
      /*! @} */
  }
  
  #endif//BEHAVIAC_BEHAVIORTREE_WAIT_H
  