Beispiel #1
0
        protected void SetFieldValue(NodePort port)
        {
            var spaceIndex = port.fieldName.IndexOf(" ");
            var field      = GetType().GetField(port.fieldName.Contains(" ")
                                        ? port.fieldName.Substring(0, spaceIndex)
                                        : port.fieldName,
                                                BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance);

            if (field.FieldType.IsArray)
            {
                if (port.IsInput)
                {
                    var result = port.GetConnections().Select(nodePort => nodePort.node).ToArray();

                    Array fieldValue = (Array)field.GetValue(this);
                    if (!fieldValue.Length.Equals(result.Length))
                    {
                        Resize(ref fieldValue, result.Length);
                    }

                    Array.Copy(result, fieldValue, result.Length);

                    field.SetValue(this, fieldValue);
                }
                else
                {
                    Array fieldValue = (Array)field.GetValue(this);
                    if (fieldValue.GetType().GetElementType().IsAssignableFrom(port.ValueType.GetElementType()))
                    {
                        var result    = port.GetConnections().Select(nodePort => nodePort.node).FirstOrDefault();
                        var portIndex = int.Parse(port.fieldName.Substring(spaceIndex));

                        var portsCount = port.node.Ports.Count(nodePort => nodePort.fieldName.StartsWith(field.Name)) -
                                         1;
                        if (!fieldValue.Length.Equals(portsCount))
                        {
                            Resize(ref fieldValue, portsCount);
                        }

                        fieldValue.SetValue(result, portIndex);
                        field.SetValue(this, fieldValue);
                    }
                }
            }
            else
            {
                var result = port.GetConnections().Select(nodePort => nodePort.node).FirstOrDefault();
                field.SetValue(this, result);
            }
        }
 private bool Valid(NodePort port, out BaseFlow flowNode)
 {
     foreach (var item in port.GetConnections())
     {
         if (item.node != null && item.node is IValidatable validatable)
         {
             if (validatable.Valid)
             {
                 NodePort outPort = item.node.GetOutputPort("Out");
                 if (outPort.IsConnected)
                 {
                     NodePort connection = outPort.GetConnection(0);
                     if (connection.node is BaseFlow)
                     {
                         flowNode = connection.node as BaseFlow;
                         return(true);
                     }
                     else
                     {
                         Debug.LogError("Attached node is not a FlowNode");
                     }
                 }
                 else
                 {
                     Debug.LogError("Rule 'Out' not connected to FlowNode");
                 }
             }
         }
     }
     flowNode = null;
     return(false);
 }
Beispiel #3
0
    public override BTResult Execute()
    {
        NodePort inPort = GetPort("inResults");

        if (inPort != null)
        {
            List <NodePort> connections = inPort.GetConnections();

            foreach (NodePort port in connections) // Goes through each connected node until one returns failure
            {
                BTResult result = (BTResult)port.GetOutputValue();
                if (result == BTResult.FAILURE)
                {
                    return(BTResult.FAILURE);
                }
                if (result == BTResult.RUNNING)
                {
                    return(BTResult.RUNNING);
                }
            }
            return(BTResult.SUCCESS);
        }
        else
        {
            return(BTResult.FAILURE);
        }
    }
Beispiel #4
0
    public override object GetValue(GameObject context)
    {
        NodePort firstPort = GetInputPort("value");

        if (operation == Operation.AbsoluteValue)
        {
            float val = firstPort.ConnectionCount == 0 ? value : float.Parse(((ProcessorNode)firstPort.GetConnection(0).node).GetValue(context).ToString());
            return(Mathf.Abs(val));
        }
        else
        {
            List <NodePort> ports = firstPort.GetConnections();
            List <float>    vals  = new List <float>();
            foreach (NodePort port in ports)
            {
                vals.Add(float.Parse(((ProcessorNode)port.node).GetValue(context).ToString()));
            }
            switch (operation)
            {
            case Operation.Min:
                return(vals.Min());

            case Operation.Max:
                return(vals.Max());

            case Operation.Sum:
                return(vals.Sum());

            default:
                return(false);
            }
        }
    }
Beispiel #5
0
    public override BTResult Execute()
    {
        NodePort inPort = GetPort("inResult");

        if (inPort != null && inPort.GetConnections().Count != 0)
        {
            NodePort connection = inPort.GetConnection(0);

            if (connection != null)
            {
                BTResult result = (BTResult)connection.GetOutputValue();
                if (result == BTResult.SUCCESS)
                {
                    BehaviourTreeRuntimeData.RemoveRunningNode(context, this);
                }
                else if (result == BTResult.RUNNING)
                {
                    return(BTResult.RUNNING);
                }
                else
                {
                    BehaviourTreeRuntimeData.AddRunningNode(context, this);
                    return(BTResult.RUNNING);
                }
            }
        }
        return(BTResult.SUCCESS);
    }
 public void PlayerInput()
 {
     if (inCutscene)
     {
         if (Input.GetButtonDown("Submit"))
         {
             SFXManager.Main.StopAll();
             if (CGWaitingForInput)
             {
                 if (currentCGNode.GetOutputPort("output").IsConnected)
                 {
                     dialoguePanel.SetActive(true);
                     _charactersInScene.SetActive(true);
                     NodePort _port = currentCGNode.GetOutputPort("output");
                     GetNodeFunction(_port.GetConnections());
                     CGWaitingForInput = false;
                 }
             }
             else
             {//when not relying on CG input and simply waiting on dialogue
                 if (currentDialogue.GetOutputPort("output").IsConnected)
                 {
                     NodePort _port = currentDialogue.GetOutputPort("output");
                     GetNodeFunction(_port.GetConnections()); //GetConnections returns the list of ports connected to _port
                 }
             }
         }
     }
 }
Beispiel #7
0
            private bool GetDecisionResult(FSMBehaviour fsm)
            {
                if (intpuPort.ConnectionCount <= 0)
                {
                    return(false);
                }

                bool result = false;

                List <NodePort>          connectionPorts = intpuPort.GetConnections();
                List <NodeBase_Decision> list            = new List <NodeBase_Decision>();

                foreach (NodePort p in connectionPorts)
                {
                    list.Add((NodeBase_Decision)p.node);
                }

                result = !list.Exists(r => r.Execute(fsm) == false);

                //Clear garbage
                connectionPorts.Clear();
                list.Clear();
                connectionPorts = null;
                list            = null;

                return(result);
            }
Beispiel #8
0
        protected override void RemoveAt(TList collection, int index)
        {
            NodePort indexPort = GetNodePort(index);

            if (indexPort == null)
            {
                Debug.LogWarning($"No port found at index {index}");
            }

            lastRemovedConnections.Clear();
            if (indexPort != null)
            {
                lastRemovedConnections.AddRange(indexPort.GetConnections());

                // Clear the removed ports connections
                indexPort.ClearConnections();
            }

            // Cache the last port because I'm about to remove it
            NodePort lastPort = GetNodePort(ChildCount - 1);

            // Move following connections one step up to replace the missing connection
            for (int k = index + 1; k < ChildCount; k++)
            {
                NodePort kPort = GetNodePort(k);
                if (kPort == null)
                {
                    continue;
                }

                NodePort k1Port = GetNodePort(k - 1);
                // Port k - 1 missing means I need to actually rename a port instead
                // Create k -1, add all the correct connections ... leave K alone because he existed
                if (k1Port == null)
                {
                    k1Port = ReplaceNodeForRemove(k - 1);
                }

                for (int j = 0; j < kPort.ConnectionCount; j++)
                {
                    NodePort other = kPort.GetConnection(j);
                    kPort.Disconnect(other);

                    k1Port.Connect(other);
                }
            }

            // Remove the last dynamic port, to avoid messing up the indexing
            if (lastPort != null)
            {
                lastPort.node.RemoveDynamicPort(lastPort);
            }

            base.RemoveAt(collection, index);

            this.ForceUpdateChildCount();
        }
 protected void Update(NodePort port)
 {
     foreach (var item in port.GetConnections())
     {
         if (item.node != null && item.node is IUpdatable updatable)
         {
             updatable.Update();
         }
     }
 }
 protected void Stop(NodePort port)
 {
     foreach (var item in port.GetConnections())
     {
         if (item.node != null && item.node is IStoppable stoppable)
         {
             stoppable.Stop();
         }
     }
 }
    public void OnUse()
    {
        SFXManager.Main.Play(VoiceClip, 0.1f);
        ClipGroup group = new ClipGroup();
        NodePort  _port = GetOutputPort("output");

        if (_port.IsConnected)
        {
            CutsceneManager.Instance.GetNodeFunction(_port.GetConnections());
        }
    }
    IEnumerator WaitToAdvance(WaitFor _waitFor)
    {
        yield return(new WaitForSeconds(_waitFor.TimeToPause));

        NodePort _port = _waitFor.GetOutputPort("output");

        if (_port.IsConnected)
        {
            GetNodeFunction(_port.GetConnections());
        }
    }
 /// <summary>
 /// Chequea si la wave tiene enemigos ???????????????????????????????????????????????
 /// </summary>
 /// <param name="node">Nodo a chequear</param>
 /// <returns>Si tiene o no enemigos</returns>
 public bool WaveHaveEnemies(WaveNode node)
 {
     if (node.GetOutputPort("enemies").IsConnected)
     {
         NodePort output = node.GetOutputPort("enemies");
         if (output.GetConnections().Count > 0)
         {
             return(true);
         }
     }
     return(false);
 }
Beispiel #14
0
    void ExecuteExitNode()
    {
        NodePort inPort = GetPort("onNodeExit");

        if (inPort != null && inPort.GetConnections().Count != 0)
        {
            NodePort connection = inPort.GetConnection(0);

            if (connection != null)
            {
                connection.GetOutputValue();
            }
        }
    }
Beispiel #15
0
        List <NodeBase_Decision> GetAllInputDecisions()
        {
            NodePort        inputPort       = GetInputPort("inputDecisions");
            List <NodePort> connectionPorts = inputPort.GetConnections();

            List <NodeBase_Decision> result = new List <NodeBase_Decision>();

            foreach (NodePort p in connectionPorts)
            {
                result.Add((NodeBase_Decision)p.node);
            }

            return(result);
        }
        protected void BuildChildConnections(NodePort thisPort)
        {
            TreeCompositeNode compositeNode = thisTreeNode as TreeCompositeNode;

            Debug.Assert(compositeNode != null, nameof(compositeNode) + " != null");

            var connections = thisPort.GetConnections();
            List <TreeBaseNode> treeNodes = new List <TreeBaseNode>();

            foreach (var connector in connections)
            {
                treeNodes.Add(((BaseNode)connector.node).thisTreeNode);
            }

            compositeNode.SetChildren(treeNodes);
        }
    public void PlayCutscene(Cutscene cutscene)
    {
        inCutscene = true;

        CutsceneRootNode _rootNode = cutscene.GetRootNode();
        NodePort         _port     = _rootNode.GetOutputPort("beginScene");

        if (_port.IsConnected)
        {
            GetNodeFunction(_port.GetConnections());
        }
        else
        {
            Debug.Log("No root node");
        }
    }
Beispiel #18
0
    public override ConversationNode GetNext()
    {
        NodePort        outPort     = GetOutputPort("next");
        List <NodePort> nextOptions = outPort.GetConnections();

        for (int i = 0; i < nextOptions.Count; ++i)
        {
            ConversationNode nextNode = nextOptions[i].node as ConversationNode;
            if (nextNode.isRequirementMet)
            {
                return(nextNode);
            }
        }

        return(null);
    }
Beispiel #19
0
        public static void CallActionsOnPort(NodePort exitPort)
        {
            var nextConnections = exitPort.GetConnections();

            for (int i = 0; i < nextConnections.Count; i++)
            {
                var currentConnection = nextConnections[i].node;

                ActionNode actionNode = currentConnection as ActionNode;

                if (actionNode)
                {
                    actionNode.Action();
                }
            }
        }
        private void RefreshChildren()
        {
            children.Clear();
            NodePort port = GetPort(nameof(children));

            if (port == null)
            {
                return;
            }

            List <NodePort> connections = port.GetConnections();


            foreach (var connection in connections)
            {
                children.Add((BtNode)connection.node);
            }
        }
Beispiel #21
0
        public static List <NarrativeNode> GetNextNode(this NarrativeNode currentNode, string fieldName)
        {
            NodePort exitPort = currentNode.GetOutputPort(fieldName);

            if (!exitPort.IsConnected)
            {
                Debug.LogWarning("Node isn't connected");
                return(null);
            }

            List <NarrativeNode> nodes = new List <NarrativeNode>();
            var connections            = exitPort.GetConnections();

            for (int i = 0; i < connections.Count; i++)
            {
                nodes.Add(connections[i].node as NarrativeNode);
            }

            return(nodes);
        }
Beispiel #22
0
        /// <summary>
        /// Returns the list of all nodes connected
        /// </summary>
        /// <param name="node"></param>
        /// <param name="fieldName"></param>
        /// <returns></returns>
        public static List <Node> GetInputNodesConnected(this Node node, string fieldName)
        {
            // Access node port
            NodePort port = node.GetPort(fieldName);

            // If we have connections...
            if (port != null && port.IsConnected)
            {
                var         portsConnected = port.GetConnections().ToList();
                List <Node> nodesConnected = new List <Node>();
                foreach (var connection in portsConnected)
                {
                    nodesConnected.Add(connection.node);
                }
                // Return the nodes from all the connections
                return(nodesConnected);
            }
            // If we don't have any connections, we return null
            else
            {
                return(null);
            }
        }
    public void GetNodeFunction(List <NodePort> _ports)
    {
        //cannot find a way to use a switch, so we'll have to stick with a bunch of if statements :notlikethis:
        foreach (NodePort _nodePort in _ports)
        {
            XNode.Node _node = _nodePort.node;
            if (_node.GetType() == typeof(DialogueNode))
            {
                dialoguePanel.SetActive(true);
                currentDialogue = _node as DialogueNode;
                ShowDialogue(currentDialogue);
                return; //do NOT grab the node after this, and wait for the player to advance the dialogue
            }


            if (_node.GetType() == typeof(VoiceClipNode))
            {
                VoiceClipNode voiceClipNode = _node as VoiceClipNode;
                voiceClipNode.OnUse();

                return;
            }

            if (_node.GetType() == typeof(EndSceneNode))
            {
                EndCutscene();
                return;
            }
            else if (_node.GetType() == typeof(EndBattleSceneNode))
            {
                EndCutscene();
                BattleManager BM = GameObject.Find("BattleManager").GetComponent <BattleManager>();
                BM.EnableUI();
                BM.StartActor();

                //Move Battle UI Back In?
                return;
            }
            if (_node is MovementNode movementNode)
            {
                movementNode.CharacterMovement();
            }

            if (_node.GetType() == typeof(CloseDialogue))
            {
                dialoguePanel.SetActive(false);
                speakerPanel.SetActive(false);
            }

            if (_node.GetType() == typeof(CG))
            {
                CG scopedCGNode = _node as CG;
                showCG(_node as CG);

                if (scopedCGNode.waitForInput)
                {
                    currentCGNode = scopedCGNode;
                    dialoguePanel.gameObject.SetActive(false);
                    _charactersInScene.SetActive(false);
                    CGWaitingForInput = true;
                    return;
                }
            }

            if (_node.GetType() == typeof(SetSpriteNode))
            {
                SetImage(_node as SetSpriteNode);
            }

            if (_node.GetType() == typeof(CGHide))
            {
                _cgGraphic.enabled = false;
            }

            if (_node.GetType() == typeof(WaitFor))
            {
                WaitFor _waitForNode = _node as WaitFor;
                StartCoroutine(WaitToAdvance(_waitForNode));
                //do not get next node automatically
                return;
            }
            if (_node.GetType() == typeof(Choices))
            {
                ChoicePanel.SetActive(true);

                nodeOptions = new List <Node>();
                int listIndex = 0;

                Choices         _choiceNode = _node as Choices;
                NodePort        _choicePort = _choiceNode.GetOutputPort("output");
                List <NodePort> _nodePorts  = _choicePort.GetConnections();
                foreach (NodePort _NP in _nodePorts)
                {
                    nodeOptions.Add(_NP.node);
                    Button _newOption = Instantiate(choiceButton) as Button;
                    _newOption.transform.SetParent(ChoicePanel.transform);
                    listIndex++;//on this button it where on the list it is, using this

                    //ChoiceOptionHolder _holder = _newOption.GetComponent<ChoiceOptionHolder>();
                    OptionNode optionNode = _NP.node as OptionNode;
                    _newOption.GetComponentInChildren <Text>().text     = optionNode.optionText;
                    _newOption.GetComponent <ChoiceOptionHolder>().node = _NP.node;
                    // _holder.node = _NP.node;
                    // _holder.indexOfOptions = listIndex;
                }

                return; //do not load next node, since we want the player input to decide the branch to go down
            }
            if (_node.GetType() == typeof(TimelineNode))
            {
                TimelineNode timelineNode = _node as TimelineNode;
                timelineNode.PlayTimeLine();
            }

            //get next node(s)
            NodePort _port = _node.GetOutputPort("output");
            if (_port.IsConnected)
            {
                GetNodeFunction(_port.GetConnections());
            }
        }
    }
Beispiel #24
0
        public void NextDialogue()
        {
            // get a reference to the graph
            Conversation conversation = graph as Conversation;

            // Make sure we're actually the current node
            if (conversation.current != this)
            {
                Debug.LogWarning("Node isn't active");
            }

            // Get exit port
            NodePort exitPort = GetOutputPort("exit");

            DialogueNode nextDialogue = null;

            Conversation.CallActionsOnPort(exitPort);

            var nextConnections = exitPort.GetConnections();

            for (int i = 0; i < nextConnections.Count; i++)
            {
                var currentConnection = nextConnections[i].node;


                // otherwise, get the exit node
                DialogueNode dialogueNode = currentConnection as DialogueNode;

                LogicNode logicNode = currentConnection as LogicNode;

                if (dialogueNode)
                {
                    if (nextDialogue != null)
                    {
                        Debug.LogWarning("Multiple dialogues connected to this exit.");
                    }
                    // and tell it to set itself to current
                    nextDialogue = dialogueNode;
                }

                if (logicNode)
                {
                    if (nextDialogue != null)
                    {
                        Debug.LogWarning("Multiple dialogues connected to this exit.");
                    }

                    nextDialogue = logicNode.RecurseToDialogue();
                }
            }
            if (nextDialogue)
            {
                nextDialogue.OnEnter();
            }
            else
            {
                Debug.LogWarning("Node isn't connected to another dialogue");

                // if it's not, set current to null so we know we've reached an endpoint
                conversation.current = null;
            }
        }