Beispiel #1
0
    // Start is called before the first frame update
    void Start()
    {
        Debug.Log("생성");
        m_Slime = gameObject.GetComponent <GreenSlime>();
        root.AddChild(selector);
        selector.AddChild(seqDead);
        selector.AddChild(selectPattern);

        //노드
        m_Dead.Enemy        = m_Slime;
        m_Attack.Enemy      = m_Slime;
        m_MonsterMove.Enemy = m_Slime;
        m_Patrol.Enemy      = m_Slime;
        m_GetHit.Enemy      = m_Slime;

        seqDead.AddChild(m_Dead);

        selectPattern.AddChild(seqMove);
        selectPattern.AddChild(seqAttack);
        selectPattern.AddChild(seqPatrol);
        selectPattern.AddChild(seqGetHit);

        seqMove.AddChild(m_MonsterMove);
        seqAttack.AddChild(m_Attack);
        seqPatrol.AddChild(m_Patrol);
        seqGetHit.AddChild(m_GetHit);

        behaviorProcess = BehaviorProcess();
        StartCoroutine(behaviorProcess);
    }
Beispiel #2
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    private void Start()
    {
        agent = this.GetComponent <NavMeshAgent>();

        tree = new BehaviourTree();
        Sequence steal = new Sequence("Steal Something");
        // Node goToPoint = new Leaf("Go To Point", GoToPoint);
        Node     goToFrontDoor = new Leaf("Go To FrontDoor", GoToFrontDoor);
        Node     goToBackDoor  = new Leaf("Go To BackDoor", GoToBackDoor);
        Node     goToDiamond   = new Leaf("Go To Diamond", GoToDiamond);
        Node     goToVan       = new Leaf("Go To Van", GoToVan);
        Selector openDoor      = new Selector("Open Door");

        openDoor.AddChild(goToFrontDoor);
        openDoor.AddChild(goToBackDoor);

        //steal.AddChild(goToPoint);
        steal.AddChild(openDoor);
        steal.AddChild(goToFrontDoor);
        //steal.AddChild(goToBackDoor);
        steal.AddChild(goToDiamond);
        //steal.AddChild(goToBackDoor);
        steal.AddChild(goToVan);

        tree.AddChild(steal);

        tree.PrintTree();
    }
Beispiel #3
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    public FireSlime1AI() : base()
    {
        SetMoveState(new MoveState_FireSlime1());
        moveState.SetCharacterAI(this);

        SetMoveToEnemyState(new MoveToEnemyState_FireSlime1());
        moveToEnemyState.SetCharacterAI(this);

        SetAttackState(new AttackState_FireSlime1());
        attackState.SetCharacterAI(this);

        SetThrowMeltedBombState(new ThrowMeltedBombState_FireSlime1());
        throwMeltedBombState.SetCharacterAI(this);

        SetMoveToEnemy(new MoveToEnemy_FireSlime1());
        moveToEnemy.SetCharacterAI(this);

        SetThrowMeltedBomb(new ThrowMeltedBomb_FireSlime1());
        throwMeltedBomb.SetCharacterAI(this);

        SetConditionHaveEnemy(new ConditionHaveEnemy_FireSlime1());
        conditionHaveEnemy.SetCharacterAI(this);

        SetDistanceCondition(new DistanceCondition_FireSlime1());
        distanceCondition.SetCharacterAI(this);

        root_Node = new Selector();
        root_Node.AddChild(attackState);
        root_Node.AddChild(moveState);
        root_Node.currentState = State.NONE;
    }
Beispiel #4
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    public BTEnemy(Agent ownerBrain) : base(ownerBrain)
    {
        rootSelector = new Selector();

        enemyCheck          = new Sequence();
        patrolSequence      = new Sequence();
        suspiciousSequence  = new Sequence();
        ChaseSequence       = new Sequence();
        DistractionSequence = new Sequence();

        parallelDetection = new Parallel();
        checkInverter     = new Inverter();

        turnToPoint = new TurnToPoint(GetOwner());
        patrol      = new Patrol(GetOwner());
        wait        = new Wait(GetOwner());

        detection   = new Detection(GetOwner());
        distraction = new Distraction(GetOwner());

        suspicious      = new Suspicious(GetOwner());
        suspiciousAlert = new SuspiciousAlert(GetOwner());
        moveToLKP       = new MoveToLKP(GetOwner());

        seen  = new Seen(GetOwner());
        chase = new Chase(GetOwner());

        //Root -> Patrol and Check
        rootSelector.AddChild(parallelDetection);
        parallelDetection.AddChild(checkInverter);

        //A parallel to check for the player
        checkInverter.AddChild(detection);

        //Patrol alongside checking for the player
        parallelDetection.AddChild(patrolSequence);
        patrolSequence.AddChild(patrol);
        patrolSequence.AddChild(wait);
        patrolSequence.AddChild(turnToPoint);

        //Root -> Adding sequences
        rootSelector.AddChild(suspiciousSequence);
        rootSelector.AddChild(ChaseSequence);
        rootSelector.AddChild(DistractionSequence);

        //Distraction State
        DistractionSequence.AddChild(distraction);
        DistractionSequence.AddChild(wait);

        //Suspicious state
        suspiciousSequence.AddChild(suspicious);
        suspiciousSequence.AddChild(suspiciousAlert);
        suspiciousSequence.AddChild(moveToLKP);
        suspiciousSequence.AddChild(wait);

        //Chase state
        ChaseSequence.AddChild(seen);
        ChaseSequence.AddChild(chase);
        ChaseSequence.AddChild(wait);
    }
Beispiel #5
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    // Start is called before the first frame update
    void Start()
    {
        Debug.Log("Start Tree");
        m_Sonny = gameObject.GetComponent <SonnyMove>();
        root.AddChild(selector);
        selector.AddChild(seqDead);         // seqDead 노드를 selector의 자식 노드로 연결
        selector.AddChild(seqMovingAttack); // seqMovingAttack 노드를 selector의 자식 노드로 연결

        moveinmap.Enemy   = m_Sonny;        // m_Enemy를 넣어 초기화시킴
        m_OnAttack.Enemy  = m_Sonny;
        isCollision.Enemy = m_Sonny;
        detectPos.Enemy   = m_Sonny;
        m_IsDead.Enemy    = m_Sonny;

        seqMovingAttack.AddChild(m_OnAttack);

        seqMovingAttack.AddChild(moveinmap);    //seqMovingAttack 노드에 클래스 변수들을 자식으로 추가
        seqMovingAttack.AddChild(isCollision);
        seqMovingAttack.AddChild(detectPos);

        seqDead.AddChild(m_IsDead); //seqDead 노드에 클래스 변수를 자식으로 추가

        behaviorProcess = BehaviorProcess();
        StartCoroutine(behaviorProcess);
    }
Beispiel #6
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    private void BuildTree()
    {
        root = new Selector();
        Sequencer  seq1  = new Sequencer();
        Randomizer rand1 = new Randomizer();

        root.AddChild(rand1);
        root.AddChild(seq1);

        Condition con1 = new Condition(nearDogs);
        BAction   pact = new BAction(Play);
        BAction   wact = new BAction(Wander);
        BAction   ract = new BAction(Run);
        BAction   sact = new BAction(Sleep);

        seq1.AddChild(con1);
        seq1.AddChild(pact);

        rand1.AddChild(wact);
        rand1.AddChild(ract);
        // rand1.AddChild(sact);


        root.AddChild(new BAction(Wander));
    }
Beispiel #7
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        IEnumerator Start()
        {
            Sequence root = new Sequence();

            Selector selector = new Selector();

            Sequence attackSequence = new Sequence();

            Node isAlivedBehavior = new IsAlivedBehavior(this);
            Node detectBehavior   = new DetectBehavior(this);
            Node attackBehavior   = new AttackBehavior(this);
            Node patrolBehavior   = new PatrolBehavior(this);

            root.AddChild(selector);

            root.AddChild(isAlivedBehavior);

            selector.AddChild(attackSequence);

            attackSequence.AddChild(detectBehavior);
            attackSequence.AddChild(attackBehavior);

            selector.AddChild(patrolBehavior);

            while (root.Invoke())
            {
                yield return(null);
            }
        }
Beispiel #8
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    private void Init()
    {
        //Patrol

        //Chase
        selChase.AddChild(inSight);
        selChase.AddChild(isDamaged);

        seqChase.AddChild(chase);
        seqChase.AddChild(selChase);

        //Attack
        seqAttack.AddChild(attack);
        seqAttack.AddChild(inAttackRange);

        selMove.AddChild(patrol);
        selMove.AddChild(seqChase);
        selMove.AddChild(seqAttack);

        //Death
        seqDeath.AddChild(death);
        seqDeath.AddChild(isDead);

        root.AddChild(seqDeath);
        root.AddChild(selMove);
    }
Beispiel #9
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    public FireSlime2AI() : base()
    {
        SetMoveState(new MoveState_FireSlime2());
        moveState.SetCharacterAI(this);

        SetRushState(new RushState_FireSlime2());
        rushState.SetCharacterAI(this);

        SetConditionHaveEnemy(new ConditionHaveEnemy_FireSlime2());
        conditionHaveEnemy.SetCharacterAI(this);

        SetRush(new Rush_FireSlime2());
        rush.SetCharacterAI(this);

        SetVertigoState(new VertigoState_FireSlime2());
        vertigoState.SetCharacterAI(this);

        SetConditionHavaBumpInToTheWall(new ConditionHaveBumpIntoTheWall_FireSlime2());
        conditionHaveBumpIntoTheWall.SetCharacterAI(this);

        SetVertigo(new Vertigo_FireSlime2());
        vertigo.SetCharacterAI(this);

        root_Node = new Selector();
        root_Node.AddChild(moveState);
        root_Node.AddChild(vertigoState);
    }
Beispiel #10
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        public MiddleBT()
        {
            Selector selector =
                ScriptableObject.CreateInstance <Selector>();
            Sequence sequence =
                ScriptableObject.CreateInstance <Sequence>();
            ParallelSelector ps =
                ScriptableObject.CreateInstance <ParallelSelector>();
            CanISeePlayer c1 =
                ScriptableObject.CreateInstance <CanISeePlayer>();
            CanISeePlayer c2 =
                ScriptableObject.CreateInstance <CanISeePlayer>();
            TranslatetoARandomPosition t1 =
                ScriptableObject.CreateInstance <TranslatetoARandomPosition>();
            UntilSuccess untilSuccess =
                ScriptableObject.CreateInstance <UntilSuccess>();
            RotateByY r1 = ScriptableObject.CreateInstance <RotateByY>();

            selector.AddChild(sequence, 0);
            selector.AddChild(ps, 1);
            sequence.AddChild(c1, 0);
            sequence.AddChild(t1, 1);
            ps.AddChild(untilSuccess, 0);
            ps.AddChild(r1, 1);
            untilSuccess.AddChild(c2, 0);

            InitalBTStructureData(selector);
        }
Beispiel #11
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    void BuildTree()
    {
        Sequencer idleSeq  = new Sequencer();
        Sequencer pathSeq  = new Sequencer();
        Sequencer shootSeq = new Sequencer();


        InverterGadget invCon = new InverterGadget();

        invCon.SetChild(new Condition(ShouldTgt));
        idleSeq.AddChild(invCon);
        idleSeq.AddChild(new BAction(Idle));

        invCon = new InverterGadget();
        invCon.SetChild(new Condition(InTgtDist));
        pathSeq.AddChild(invCon);
        pathSeq.AddChild(new BAction(Path));

        shootSeq.AddChild(new Condition(InSights));
        shootSeq.AddChild(new BAction(Shoot));

        root.AddChild(idleSeq);
        root.AddChild(pathSeq);
        root.AddChild(shootSeq);
        root.AddChild(new BAction(Idle));
    }
Beispiel #12
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    // Start is called before the first frame update
    void Start()
    {
        m_Shooter = gameObject.GetComponent <Shooter_Move>(); //슈터무브 컴포넌트 받기
        root.AddChild(selector);                              //트리 구성
        selector.AddChild(seqDead);
        selector.AddChild(seqMovingAttack);

        moveForTarget.Shooter = m_Shooter;
        changeGun.Shooter     = m_Shooter;
        isCollision.Shooter   = m_Shooter; //isCollision Shooter추가
        detectPos.Shooter     = m_Shooter;
        m_OnAttack.Shooter    = m_Shooter;
        m_IsDead.Shooter      = m_Shooter;

        seqMovingAttack.AddChild(moveForTarget);    //자식
        seqMovingAttack.AddChild(m_OnAttack);
        seqMovingAttack.AddChild(changeGun);
        seqMovingAttack.AddChild(isCollision); //IsCollision 자식 노드 추가
        seqMovingAttack.AddChild(detectPos);   //detectPos 자식노드

        seqDead.AddChild(m_IsDead);

        behaviorProcess = BehaviorProcess();
        StartCoroutine(behaviorProcess);
    }
Beispiel #13
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    public IceSlimeAI() : base()
    {
        //移动状态
        SetMoveState(new MoveState_IceSlime());
        moveState.SetCharacterAI(this);

        SetMoveToEnemyState(new MoveToEnemyState_IceSlime());
        moveToEnemyState.SetCharacterAI(this);

        SetMoveToEnemy(new MoveToEnemy_IceSlime());
        moveToEnemy.SetCharacterAI(this);

        SetConditionHaveEnemy(new ConditionHaveEnemy_IceSlime());
        conditionHaveEnemy.SetCharacterAI(this);

        SetDistanceCondition(new DistanceCondition_IceSlime());
        distanceCondition.SetCharacterAI(this);

        SetAttackState(new AttackState_IceSlime());
        attackState.SetCharacterAI(this);

        SetLaunchIceState(new LaunchIceState_IceSlime());
        launchIceState.SetCharacterAI(this);

        SetLaunchIce(new LaunchIce_IceSlime());
        launchIce.SetCharacterAI(this);

        root_Node = new Selector();
        root_Node.AddChild(attackState);
        root_Node.AddChild(moveState);
        root_Node.currentState = State.NONE;
    }
        public void TestSelectorIsSequential()
        {
            var selector = new Selector("", 0, 1);

            selector.AddChild(new RunRunFail("", 0, 0));
            selector.AddChild(new RunRunSuccess("", 0, 0));

            Assert.AreEqual(selector.Start(), Observable.Concat(Running, Success));
        }
Beispiel #15
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    public MiddleBTRandom()
    {
        Selector                   selector     = ScriptableObject.CreateInstance <Selector>();
        Sequence                   sequence     = ScriptableObject.CreateInstance <Sequence>();
        ParallelSelector           ps           = ScriptableObject.CreateInstance <ParallelSelector>();
        CanISeePlayer              c1           = ScriptableObject.CreateInstance <CanISeePlayer>();
        CanISeePlayer              c2           = ScriptableObject.CreateInstance <CanISeePlayer>();
        TranslatetoARandomPosition t1           = ScriptableObject.CreateInstance <TranslatetoARandomPosition>();
        UntilSuccess               untilSuccess = ScriptableObject.CreateInstance <UntilSuccess>();
        RotateByY                  r1           = ScriptableObject.CreateInstance <RotateByY>();

        // 包含0,不包含3
        int    randomChoice = Random.Range(0, 3);
        string color        = "";

        switch (randomChoice)
        {
        case 0:
            RedAction redTask = ScriptableObject.CreateInstance <RedAction>();
            color = "red";
            sequence.AddChild(redTask, 0);
            break;

        case 1:
            BlueAction blueTask = ScriptableObject.CreateInstance <BlueAction>();
            color = "blue";
            sequence.AddChild(blueTask, 0);
            break;

        case 2:
            YellowAction yellowTask = ScriptableObject.CreateInstance <YellowAction>();
            color = "yellow";
            sequence.AddChild(yellowTask, 0);
            break;

        default:
            break;
        }

        if (null == UIBTInformationNotifier.instance)
        {
            UIBTInformationNotifier notifier = new UIBTInformationNotifier();
        }
        UIBTInformationNotifier.instance.NotifyColorInfoChangeEvent(color);


        selector.AddChild(sequence, 0);
        selector.AddChild(ps, 1);
        sequence.AddChild(c1, 1);
        sequence.AddChild(t1, 2);
        ps.AddChild(untilSuccess, 0);
        ps.AddChild(r1, 1);
        untilSuccess.AddChild(c2, 0);

        InitalBTStructureData(selector);
    }
Beispiel #16
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    public BTEnemy(Agent ownerBrain) : base(ownerBrain)
    {
        rootSelector      = new Selector();
        charging          = new Sequence();
        parallelDetection = new Parallel();
        //checkInverter = new Inverter();
        randomJob = new SelectorRandom();

        recharge      = new Recharge(GetOwner());
        needsCharging = new NeedsCharging(GetOwner());
        collectWood   = new CollectWood(GetOwner());
        collectRocks  = new CollectRocks(GetOwner());
        collectPower  = new CollectPower(GetOwner());

        ////////////////////////////////
        rootSelector.AddChild(charging);
        rootSelector.AddChild(randomJob);

        charging.AddChild(needsCharging);
        charging.AddChild(recharge);

        randomJob.AddChild(collectWood);
        randomJob.AddChild(collectRocks);
        randomJob.AddChild(collectPower);

        //A parallel to check for the player
        //checkInverter.AddChild(detection);

        //Patrol alongside checking for the player
        //parallelDetection.AddChild(patrolSequence);
        //patrolSequence.AddChild(patrol);
        //patrolSequence.AddChild(wait);
        //patrolSequence.AddChild(turnToPoint);
        //
        ////Root -> Adding sequences
        //rootSelector.AddChild(suspiciousSequence);
        //rootSelector.AddChild(ChaseSequence);
        //rootSelector.AddChild(DistractionSequence);
        //
        ////Distraction State
        ////DistractionSequence.AddChild(distraction);
        //DistractionSequence.AddChild(wait);
        //
        ////Suspicious state
        ////suspiciousSequence.AddChild(suspicious);
        //suspiciousSequence.AddChild(suspiciousAlert);
        ////suspiciousSequence.AddChild(moveToLKP);
        //suspiciousSequence.AddChild(wait);
        //
        ////Chase state
        ////ChaseSequence.AddChild(seen);
        ////ChaseSequence.AddChild(chase);
        //ChaseSequence.AddChild(wait);
    }
Beispiel #17
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    public IceSlimeBossAI() : base()
    {
        SetAttackState(new AttackState_IceSlimeBoss());
        attackState.SetCharacterAI(this);
        SetMoveState(new MoveState_IceSlimeBoss());
        moveState.SetCharacterAI(this);
        SetPassiveSkillState(new PassiveSkillState_IceSlimeBoss());
        passiveSkillState.SetCharacterAI(this);

        root_Node = new Selector();
        // root_Node.AddChild(passiveSkillState);
        root_Node.AddChild(attackState);
        root_Node.AddChild(moveState);
    }
Beispiel #18
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    // Start is called before the first frame update
    void Start()
    {
        agent = this.GetComponent <NavMeshAgent>();
        tree  = new BehaviorTree();
        Sequence steal         = new Sequence("Steal Something");
        Leaf     goToBackDoor  = new Leaf("Go To Back Door", () => GoToDoor(backDoor));
        Leaf     goToFrontDoor = new Leaf("Go To Front Door", () => GoToDoor(frontDoor));
        Leaf     goToDiamond   = new Leaf("Go To Diamond", () =>
        {
            Node.Status s = GoToLocation(diamond.transform.position);
            if (s == Node.Status.SUCCESS)
            {
                diamond.transform.parent = this.gameObject.transform;
            }
            return(s);
        });
        Leaf needsMoney = new Leaf("Needs Money", () => { if (money >= 500)
                                                          {
                                                              return(Node.Status.FAILURE);
                                                          }
                                                          else
                                                          {
                                                              return(Node.Status.SUCCESS);
                                                          } });
        Leaf goToVan = new Leaf("Go To Van", () =>
        {
            Node.Status s = GoToLocation(van.transform.position);
            if (s == Node.Status.SUCCESS)
            {
                money += 300;
                Destroy(diamond);
            }
            return(s);
        });
        Selector openDoor = new Selector("Open Door");

        openDoor.AddChild(goToBackDoor);
        openDoor.AddChild(goToFrontDoor);

        steal.AddChild(needsMoney);
        steal.AddChild(openDoor);
        steal.AddChild(goToDiamond);
        steal.AddChild(goToVan);
        tree.AddChild(steal);

        tree.PrintTree();
        Time.timeScale = 5;
    }
Beispiel #19
0
    // Use this for initialization
    void Start()
    {
        MoveLocation = transform.position;

        //CREATING OUR ZOMBIE BEHAVIOUR TREE

        //Get reference to Zombie Blackboard
        ZombieBB bb = GetComponent <ZombieBB>();

        //Create our root selector
        Selector rootChild = new Selector(bb); // selectors will execute it's children 1 by 1 until one of them succeeds

        BTRootNode = rootChild;

        //Flee Sequence
        CompositeNode fleeSequence = new Sequence(bb);                    // The sequence of actions to take when Fleeing
        FleeDecorator fleeRoot     = new FleeDecorator(fleeSequence, bb); // defines the condition required to enter the flee sequence (see FleeDecorator)

        fleeSequence.AddChild(new CalculateFleeLocation(bb));             // calculate a destination to flee to (just random atm)
        fleeSequence.AddChild(new ZombieMoveTo(bb, this));                // move to the calculated destination
        fleeSequence.AddChild(new ZombieWaitTillAtLocation(bb, this));    // wait till we reached destination
        fleeSequence.AddChild(new ZombieStopMovement(bb, this));          // stop movement
        fleeSequence.AddChild(new DelayNode(bb, 2.0f));                   // wait for 2 seconds

        //Fight sequence
        CompositeNode  FightSequence = new Sequence(bb);                      // The sequence of actions to take when Fighting
        FightDecorator fightRoot     = new FightDecorator(FightSequence, bb); //defines the condition required to enter the fight sequence(see FightDecorator)

        //Defining a sequence for when the Zombie is to do it's combo attack, this is a nested within our FightSequence
        Sequence ZombieCombo = new Sequence(bb);

        ZombieCombo.AddChild(new ZombieClawPlayer(bb));           // claw the player
        ZombieCombo.AddChild(new DelayNode(bb, 0.8f));            // wait for 0.8 seconds
        ZombieCombo.AddChild(new ZombieBitePlayer(bb));           // bite the player
        ZombieCombo.AddChild(new DelayNode(bb, 1.5f));            // wait for 1.5 seconds

        FightSequence.AddChild(new ZombieMoveToPlayer(bb, this)); // constantly move to player until within range
        FightSequence.AddChild(new ZombieStopMovement(bb, this)); // stop movement
        FightSequence.AddChild(ZombieCombo);                      // perform combo sequence


        //Adding to root selector
        rootChild.AddChild(fleeRoot);
        rootChild.AddChild(fightRoot);

        //Execute our BT every 0.1 seconds
        InvokeRepeating("ExecuteBT", 0.1f, 0.1f);
    }
Beispiel #20
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    // Start is called before the first frame update
    void Start()
    {
        Debug.Log("Start Tree");
        m_tiger = gameObject.GetComponent <Tiger_Move>();
        root.AddChild(selector);
        selector.AddChild(seqInTheFarm);

        hungry.tiger      = m_tiger;
        poop.tiger        = m_tiger;
        play.tiger        = m_tiger;
        followMouse.tiger = m_tiger;
        follow_Food.tiger = m_tiger;
        follow_Egg.tiger  = m_tiger;
        follow_Milk.tiger = m_tiger;
        eat.tiger         = m_tiger;
        basicMove.tiger   = m_tiger;
        quarrel.tiger     = m_tiger;

        seqInTheFarm.AddChild(hungry);
        seqInTheFarm.AddChild(poop);
        seqInTheFarm.AddChild(play);
        seqInTheFarm.AddChild(followMouse);

        seqInTheFarm.AddChild(follow_Food);
        seqInTheFarm.AddChild(follow_Milk);
        seqInTheFarm.AddChild(follow_Egg);

        seqInTheFarm.AddChild(eat);
        seqInTheFarm.AddChild(basicMove);
        seqInTheFarm.AddChild(quarrel);

        behaviorProcess = BehaviorProcess();
        StartCoroutine(behaviorProcess);
    }
Beispiel #21
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    private void DefineBehaviorTree()
    {
        // Behavior Tree definition
        m_behaviorTree = new Sequencor();
        var findPlayer = new Action(FindPlayer);

        m_behaviorTree.AddChild(findPlayer);
        var actionNode = new Selector();
        var attackNode = new Action(Attack);
        var moveNode   = new Action(Move);

        actionNode.AddChild(attackNode);
        actionNode.AddChild(moveNode);

        m_behaviorTree.AddChild(actionNode);
    }
Beispiel #22
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 // Use this for initialization
 void Start()
 {
     bt = GetComponent <BehaviorTree>();
     m  = GetComponent <Renderer>().material;
     Debug.Log(bt);
     root = bt.root;
     root.AddChild(new Condition(RadiusCheck));
     root.AddChild(new BAction(() =>
     {
         Status s = RandomColor();
         Debug.Log("CURRENT CUBE STATUS: " + s);
         return(s);
     }));
     m.color = Random.ColorHSV();
     startC  = m.color;
     nextC   = Random.ColorHSV();
 }
        public void TestSelectorFailsIfNoneSucceed()
        {
            var selector = new Selector("", 1, 1);

            selector.AddChild(TestingResources.GetRunRunFail()); //should be "running"
            selector.AddChild(TestingResources.GetRunRunFail()); //should be "running"

            var actual = new List <BehaviorState>();

            var expected = new List <BehaviorState>();

            expected.Add(BehaviorState.Running);
            expected.Add(BehaviorState.Running);
            expected.Add(BehaviorState.Fail);

            selector.Start().Subscribe((x) => actual.Add(x));
            Assert.AreEqual(expected, actual);
        }
Beispiel #24
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    public override void Init()
    {
        bossController = GetComponent <BossMonsterController>();
        bossController.Init();

        idle.Controller         = bossController;
        detectTarget.Controller = bossController;

        chaseTarget.Controller         = bossController;
        checkCloseTarget.Controller    = bossController;
        checkPossibleAttack.Controller = bossController;
        startAttack.Controller         = bossController;

        checkPossibleSkill.Controller = bossController;
        skillAction.Controller        = bossController;

        deadAction.Controller = bossController;
        isDie.Controller      = bossController;

        //Node 추가
        aiRoot.AddChild(seqNormal);

        seqNormal.AddChild(idle);
        seqNormal.AddChild(detectTarget);

        aiRoot.AddChild(selector);

        selector.AddChild(seqchaseAttack);
        selector.AddChild(seqSkill);
        selector.AddChild(seqDead);

        seqchaseAttack.AddChild(chaseTarget);
        seqchaseAttack.AddChild(checkCloseTarget);
        seqchaseAttack.AddChild(checkPossibleAttack);
        seqchaseAttack.AddChild(startAttack);

        seqSkill.AddChild(checkPossibleSkill);
        seqSkill.AddChild(skillAction);

        seqDead.AddChild(isDie);
        seqDead.AddChild(deadAction);

        behaviorProcess = BehaviorProcess();
    }
Beispiel #25
0
        public SimpleBT()
        {
            Sequence         s1        = new Sequence();
            Parallel         p1        = new Parallel();
            Selector         selector1 = new Selector();
            ParallelSelector ps1       = new ParallelSelector();
            RedAction        a1        = new RedAction();
            //SimpleAction2 a2 = new SimpleAction2();
            YellowAction a2 = new YellowAction();

            s1.AddChild(a1, 0);
            s1.AddChild(a2, 1);
            p1.AddChild(a1, 0);
            p1.AddChild(a2, 1);
            selector1.AddChild(a1, 0);
            selector1.AddChild(a2, 1);
            ps1.AddChild(a1, 0);
            ps1.AddChild(a2, 1);
            // just test sequence
            // this.taskList.Add(s1);
            // just test parallel
            //this.taskList.Add(p1);
            // just test selector
            //this.taskList.Add(selector1);
            // just test ParallelSelecotr
            this.taskList.Add(ps1);
            this.taskList.Add(a1);
            this.taskList.Add(a2);
            this.parentIndexList.Add(0);
            // 其实组装一个action的东西是不是应该是AddTask方法封装好的呀,而用户只是传进来一个Type
            //SimpleAction2 a3 = new SimpleAction2();
            //this.AddTask(0, 0, a3);

            for (int i = 0; i < taskList.Count; i++)
            {
                NodeData nd = new NodeData();
                nd.ExecutionStatus   = TaskStatus.Inactive;
                taskList[i].NodeData = nd;
                taskList[i].OnAwake();
            }
        }
        public void TestSelectorCompletesOnFirstSucceed()
        {
            var selector = new Selector("", 1, 1);

            selector.AddChild(TestingResources.GetRunRunFail());
            selector.AddChild(TestingResources.GetRunRunSuccess());

            //all of these should be ignored
            //TODO: Should probably check if these are run anyways
            //      through the Concat operation
            selector.AddChild(TestingResources.GetRunRunFail());
            selector.AddChild(TestingResources.GetRunRunFail());
            selector.AddChild(TestingResources.GetRunRunFail());
            selector.AddChild(TestingResources.GetRunRunFail());

            var actual = new List <BehaviorState>();

            var expected = new List <BehaviorState>();

            expected.Add(BehaviorState.Running);
            expected.Add(BehaviorState.Success);

            selector.Start().Subscribe((x) => actual.Add(x));

            Assert.AreEqual(expected, actual);
        }
Beispiel #27
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    // Start is called before the first frame update
    void Start()
    {
        Debug.Log("Start Tree");
        m_Healer = gameObject.GetComponent <HealerMove>();
        root.AddChild(selector);
        selector.AddChild(seqDead);           // seqDead 노드를 selector의 자식 노드로 연결
        selector.AddChild(seqMoving);         // seqMoving 노드를 selector의 자식 노드로 연결

        moveHealer.Healer         = m_Healer; // m_Enemy를 넣어 초기화시킴
        healerteamHpDetect.Healer = m_Healer;
        healermyHpDetect.Healer   = m_Healer;
        healerIsDead.Healer       = m_Healer;

        seqMoving.AddChild(moveHealer);    //seqMoving 노드에 클래스 변수들을 자식으로 추가
        seqMoving.AddChild(healerteamHpDetect);
        seqMoving.AddChild(healermyHpDetect);

        seqDead.AddChild(healerIsDead); //seqDead 노드에 클래스 변수를 자식으로 추가

        behaviorProcess = BehaviorProcess();
        StartCoroutine(behaviorProcess);
    }
Beispiel #28
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    // Start is called before the first frame update
    void Start()
    {
        Debug.Log("Start Tree");
        m_Booster = gameObject.GetComponent <BoosterMove>();
        root.AddChild(selector);
        selector.AddChild(seqDead);                // seqDead 노드를 selector의 자식 노드로 연결
        selector.AddChild(seqMoving);              // seqMoving 노드를 selector의 자식 노드로 연결

        moveBooster.Booster           = m_Booster; // m_Enemy를 넣어 초기화시킴
        boosterTeamPosDetect.Booster  = m_Booster;
        boosterEnemyPosDetect.Booster = m_Booster;
        boosterIsDead.Booster         = m_Booster;

        seqMoving.AddChild(moveBooster);    //seqMoving 노드에 클래스 변수들을 자식으로 추가
        seqMoving.AddChild(boosterTeamPosDetect);
        seqMoving.AddChild(boosterEnemyPosDetect);

        seqDead.AddChild(boosterIsDead); //seqDead 노드에 클래스 변수를 자식으로 추가

        behaviorProcess = BehaviorProcess();
        StartCoroutine(behaviorProcess);
    }
Beispiel #29
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    // Start is called before the first frame update
    void Start()
    {
        Debug.Log("Start Tree");
        m_Enemy = gameObject.GetComponent <BastionMove>(); //BastionMove 객체
        root.AddChild(selector);                           //노드추가
        selector.AddChild(seqDead);                        //seqDead노드 추가
        selector.AddChild(seqMovingAttack);                //seqMovingAttack노드 추가

        moveForTarget.Enemy    = m_Enemy;
        bastionfindEnemy.Enemy = m_Enemy;
        m_OnAttack.Enemy       = m_Enemy;
        isBastion_Col.Enemy    = m_Enemy;
        m_IsDead.Enemy         = m_Enemy;

        seqMovingAttack.AddChild(moveForTarget);    //seqMovingAttack에 노드추가
        seqMovingAttack.AddChild(m_OnAttack);       //seqMovingAttack에 노드추가
        seqMovingAttack.AddChild(bastionfindEnemy); //seqMovingAttack에 노드추가
        seqMovingAttack.AddChild(isBastion_Col);    //seqMovingAttack에 노드추가
        seqDead.AddChild(m_IsDead);                 //seqDead에 노드추가

        behaviorProcess = BehaviorProcess();
        StartCoroutine(behaviorProcess);
    }
Beispiel #30
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    public FireSlimeBossAI() : base()
    {
        SetConditionHaveEnemy(new ConditionHaveEnemy_FireSlimeBoss());
        conditionHaveEnemy.SetCharacterAI(this);

        SetDistanceCondition(new DistanceCondition_FireSlimeBoss());
        distanceCondition.SetCharacterAI(this);

        SetMoveState(new MoveState_FireSlimeBoss());
        moveState.SetCharacterAI(this);

        SetMoveToEnemyState(new MoveToEnemyState_FireSlimeBoss());
        moveToEnemyState.SetCharacterAI(this);

        SetMoveToEnemy(new MoveToEnemy_FireSlimeBoss());
        moveToEnemy.SetCharacterAI(this);

        SetAttackState(new AttackState_FireSlimeBoss());
        attackState.SetCharacterAI(this);

        SetSkill1State(new Skill1State_FireSlimeBoss());
        skill1State.SetCharacterAI(this);

        SetSkill2State(new Skill2State_FireSlimeBoss());
        skill2State.SetCharacterAI(this);

        SetSkill3State(new Skill3State_FireSlimeBoss());
        skill3State.SetCharacterAI(this);

        SetNormalAttackState(new NormalAttackState_FireSlimeBoss());
        normalAttackState.SetCharacterAI(this);

        root_Node = new Selector();
        root_Node.AddChild(attackState);
        root_Node.AddChild(moveState);
        root_Node.currentState = State.NONE;
    }