Beispiel #1
0
        protected override void OnEnter(Actor actor, Blackboard local)
        {
            if (_navMeshAgent == null)
            {
                _navMeshAgent = actor.GetComponent <NavMeshAgent>();
            }
            if (_navMeshAgent)
            {
                _navMeshAgent.enabled = false;
            }


            Blackboard treeBlackboard = actor.Blackboards.GetBlackboard(actor.Behavior);

            if (treeBlackboard != null)
            {
                GameObject _door;
                treeBlackboard.GetValue("DoorOB", out _door);
                if (_door != null)
                {
                    DoorTarget = _door;
                }
                else
                {
                    Debug.Log("Cant Find DoorTarget");
                }
            }
            else
            {
                Debug.Log("Cant Find Tree Blackboard");
            }

            _time = 0;
        }
Beispiel #2
0
        protected override BehaviorTree.ResultCode OnAct(Actor actor, Blackboard local)
        {
            int executing = 0;

            if (!local.GetValue <int>(INDEX_FIELD_NAME, out executing))
            {
                return(BehaviorTree.ResultCode.Error);
            }

            if (Children.Count <= executing)
            {
                return(BehaviorTree.ResultCode.Error);
            }

            BehaviorTree.ResultCode result = BehaviorTree.ResultCode.Success;

            while (result == BehaviorTree.ResultCode.Success && executing < Children.Count)

            {
                result = Children[executing].Act(actor);

                if (m_continueOnFail && result == BehaviorTree.ResultCode.Failure)
                {
                    result = BehaviorTree.ResultCode.Success;
                }

                if (result == BehaviorTree.ResultCode.Success)
                {
                    executing++;
                    local.SetValue <int>(INDEX_FIELD_NAME, executing);
                }
            }

            return(result);
        }
        public BehaviorTree.ResultCode Act(Actor actor)
        {
            Blackboard local = actor.Blackboards.GetBlackboard(this);

            BehaviorTree.ResultCode result = BehaviorTree.ResultCode.Error;

            bool running;
            bool runningExists;

            runningExists = local.GetValue <bool>(RUNNING_STATUS_FIELD_NAME, out running);

            if (!running || !runningExists)
            {
                OnEnter(actor, local);
            }

            result = OnAct(actor, local);

            if (result == BehaviorTree.ResultCode.Running)
            {
                local.SetValue <bool>(RUNNING_STATUS_FIELD_NAME, true);
            }
            else
            {
                local.SetValue <bool>(RUNNING_STATUS_FIELD_NAME, false);
                OnExit(actor, local);
            }

            return(result);
        }
Beispiel #4
0
        protected override BehaviorTree.ResultCode OnAct(Actor actor, Blackboard local)
        {
            if (Children.Count < 1)
            {
                return(BehaviorTree.ResultCode.Error);
            }

            BehaviorTree.ResultCode result = Children[0].Act(actor);

            switch (result)
            {
            default:
            case BehaviorTree.ResultCode.Running:
            case BehaviorTree.ResultCode.Error:
                return(result);

            case BehaviorTree.ResultCode.Success:
            case BehaviorTree.ResultCode.Failure:
                if (m_stopOnFail && result == BehaviorTree.ResultCode.Failure)
                {
                    return(BehaviorTree.ResultCode.Success);
                }

                int repeated = 0;

                if (!local.GetValue <int>(COUNTER_FIELD_NAME, out repeated))
                {
                    repeated = 0;
                }

                repeated++;
                local.SetValue <int>(COUNTER_FIELD_NAME, repeated);

                if (repeated < m_repeatCount || m_repeatCount <= 0)
                {
                    return(BehaviorTree.ResultCode.Running);
                }

                return(BehaviorTree.ResultCode.Success);
            }
        }
Beispiel #5
0
        protected override BehaviorTree.ResultCode OnAct(Actor actor, Blackboard local)
        {
            float t = 0.0f;

            if (!local.GetValue <float>(START_TIME_FIELD_NAME, out t))
            {
                return(BehaviorTree.ResultCode.Error);
            }

            if (m_useRealtime && (Time.realtimeSinceStartup - t) < m_duration)
            {
                return(BehaviorTree.ResultCode.Running);
            }

            if (!m_useRealtime && (Time.time - t) < m_duration)
            {
                return(BehaviorTree.ResultCode.Running);
            }

            return(BehaviorTree.ResultCode.Success);
        }
        protected override void OnEnter(Actor actor, Blackboard local)
        {
            Blackboard treeBlackboard = actor.Blackboards.GetBlackboard(actor.Behavior);

            if (treeBlackboard != null)
            {
                GameObject _door;
                treeBlackboard.GetValue("DoorOB", out _door);
                if (_door != null)
                {
                    DoorTarget = _door;
                }
                else
                {
                    Debug.Log("Cant Find DoorTarget");
                }
            }
            else
            {
                Debug.Log("Cant Find Tree Blackboard");
            }
        }