Beispiel #1
0
    void MoveLastCallback()
    {
        BehaviourTreeNode parent = FindParentOfNodeByID(BehaviourTreeEditorWindow.behaviourTree, this.selectedNode.ID);

        int selectedNodeIndice = parent.GetChildren().IndexOf(this.selectedNode);

        if (selectedNodeIndice < parent.ChildrenCount() - 1)
        {
            BehaviourTreeNode node = parent.GetChildren()[selectedNodeIndice];
            parent.GetChildren().Remove(node);
            parent.GetChildren().Insert(parent.ChildrenCount(), node);
        }

        SaveBehaviourTree();
    }
Beispiel #2
0
    void DrawChildrenRecursively(BehaviourTreeNode node)
    {
        List <BehaviourTreeNode> children = node.GetChildren();

        for (int i = 0; i < node.ChildrenCount(); i++)
        {
            CreateNodeRect(children[i], node);

            Handles.BeginGUI();

            Vector2 begin = new Vector2(node.rect.center.x, node.rect.yMax);
            Vector2 end   = new Vector2(children[i].rect.center.x, children[i].rect.yMin + 2.0f);

            float xAverage = (node.rect.center.x + children[i].rect.center.x) / 2.0f;

            Vector2 beginTangente = new Vector2(xAverage, children[i].rect.yMin);
            Vector2 endTangente   = new Vector2(xAverage, node.rect.yMax);

            Handles.DrawBezier(begin, end, beginTangente, endTangente, colorLine, null, 5f);

            Handles.EndGUI();
        }

        for (int i = 0; i < node.ChildrenCount(); i++)
        {
            DrawChildrenRecursively(children[i]);
        }
    }
Beispiel #3
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    void DeleteRecursivelyBranchAssets(BehaviourTreeNode node)
    {
        DeleteNodeAsset(node);

        foreach (BehaviourTreeNode child in node.GetChildren())
        {
            DeleteRecursivelyBranchAssets(child);
        }
    }
Beispiel #4
0
    void CreateNodeRect(BehaviourTreeNode node, BehaviourTreeNode nodeParent)
    {
        SetColor(node);

        Vector2 position = new Vector2(nodeParent.rect.x, nodeParent.rect.y + (nodeSize.y + 50.0f) * zoomScale);

        node.rect = new Rect(position.x, position.y, nodeSize.x * zoomScale, nodeSize.y * zoomScale);

        GUI.WindowFunction func = ControlWindowFunction;

        if (node is BehaviourTreeExecutionNode)
        {
            func = ExecutionWindowFunction;
        }
        else if (node is BehaviourTreeDecoratorNode)
        {
            func = DecoratorWindowFunction;
        }
        else if (node is BehaviourTreeSubTreeNode)
        {
            func = SubTreeWindowFunction;
        }

        int nbChildren = nodeParent.ChildrenCount();

        float xStart;

        float nodeSizeWithChildren = SizeOfNode(nodeParent);

        xStart = nodeParent.rect.x - (nodeSizeWithChildren - nodeSize.x * zoomScale) / 2.0f;

        List <BehaviourTreeNode> children = nodeParent.GetChildren();

        for (int i = 0; i < nbChildren; i++)
        {
            if (children[i].rect != null)
            {
                float sizeCurrentChild = SizeOfNode(children[i]);
                children[i].rect.x = xStart + (sizeCurrentChild - nodeSize.x * zoomScale) / 2.0f;
                xStart            += sizeCurrentChild + 20.0f * zoomScale;
            }
        }
        node.rect = GUI.Window(node.ID, node.rect, func, (zoomScale <= minZoomForDisplayTitle) ? "" : node.displayedName, style);
    }
Beispiel #5
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    float SizeOfNode(BehaviourTreeNode node)
    {
        float size = 0.0f;

        if (node is BehaviourTreeExecutionNode)
        {
            return(nodeSize.x * zoomScale);
        }

        int nbChildren = node.ChildrenCount();

        List <BehaviourTreeNode> children = node.GetChildren();

        for (int i = 0; i < nbChildren; i++)
        {
            size += SizeOfNode(children[i]);
        }
        size += Mathf.Max(20.0f * (nbChildren - 1) * zoomScale, 0.0f);

        return(Mathf.Max(nodeSize.x * zoomScale, size));
    }
    private static BehaviourTreeNode CopyNodesRecursively(BehaviourTreeNode original)
    {
        BehaviourTreeNode result = UnityEngine.ScriptableObject.Instantiate(original);

        for (int i = 0; i < result.ChildrenCount(); i++)
        {
            result.ReplaceChild(result.GetChildren()[i], CopyNodesRecursively(original.GetChildren()[i]));
        }

        if (original is BehaviourTreeExecutionNode)
        {
            ((BehaviourTreeExecutionNode)result).task = UnityEngine.ScriptableObject.Instantiate(((BehaviourTreeExecutionNode)original).task);
        }

        if (original is BehaviourTreeSubTreeNode)
        {
            ((BehaviourTreeSubTreeNode)result).subTree = Copy(((BehaviourTreeSubTreeNode)original).subTree);
        }

        return(result);
    }
Beispiel #7
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    BehaviourTreeNode FindParentOfNodeByID(BehaviourTreeNode node, int ID)
    {
        if (node.ID.Equals(ID))
        {
            return(null);
        }

        foreach (BehaviourTreeNode child in node.GetChildren())
        {
            if (child.ID.Equals(ID))
            {
                return(node);
            }
            BehaviourTreeNode recursiveResult = FindParentOfNodeByID(child, ID);
            if (recursiveResult != null)
            {
                return(recursiveResult);
            }
        }

        return(null);
    }
Beispiel #8
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    public static void SaveNodeAnChildren(BehaviourTreeNode node)
    {
        if (node == null)
        {
            throw new System.NullReferenceException("null node can't be saved");
        }

        SerializedObject nodeSerializedAsset = new SerializedObject(node);

        nodeSerializedAsset.Update();

        SerializedProperty p = nodeSerializedAsset.FindProperty("displayedName");

        p.stringValue = "";

        p.stringValue = node.displayedName;

        nodeSerializedAsset.ApplyModifiedProperties();

        foreach (BehaviourTreeNode child in node.GetChildren())
        {
            SaveNodeAnChildren(child);
        }
    }