#if GRAPH_DESIGNER
/// ---------------------------------------------
/// Behavior Designer
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.BehaviorDesigner.Runtime.Utility
{
using Opsive.BehaviorDesigner.Runtime.Components;
using Unity.Entities;
///
/// Utility functions that are used throughout the behavior tree execution.
///
public static class ComponentUtility
{
///
/// Adds the components necessary in order to trigger an interrupt.
///
/// The EntityManager that the entity belongs to.
/// The entity that should have the components added.
public static void AddInterruptComponents(EntityManager entityManager, Entity entity)
{
entityManager.AddComponent(entity);
entityManager.SetComponentEnabled(entity, false);
entityManager.AddComponent(entity);
entityManager.SetComponentEnabled(entity, false);
}
}
}
#endif