Beispiel #1
0
        void Awake()
        {
            rootNode = GetComponent <Root>();
            if (rootNode == null)
            {
                Debug.LogWarning("Missing Root node in behaviour tree.", this);
            }

            // Find master parent tree and all nodes
            MonoBehaviourTree masterTree = this.GetMasterTree();

            Node[] nodes = GetComponents <Node>();
            if (masterTree == this)
            {
                // Create lists with capicity
                executionStack = new List <Node>(8);
                executionLog   = new List <Node>(nodes.Length);
                // Set start node when tree is created first time
                executionStack.Add(rootNode);
                executionLog.Add(rootNode);
            }
            // Initialize nodes of tree/subtree
            for (int i = 0; i < nodes.Length; i++)
            {
                Node n = nodes[i];
                n.behaviourTree     = masterTree;
                n.runningNodeResult = new NodeResult(Status.Running, n);
            }
        }
Beispiel #2
0
 void OnValidate()
 {
     if (monoBehaviourTree != null && monoBehaviourTree.parent != null)
     {
         monoBehaviourTree = null;
         Debug.LogWarning("Subtree should not be target of update. Select parent tree instead.", this.gameObject);
     }
 }
Beispiel #3
0
        void OnValidate()
        {
            if (maxExecutionsPerTick <= 0)
            {
                maxExecutionsPerTick = 1;
            }

            if (parent != null)
            {
                if (parent == this)
                {
                    parent = null;
                    Debug.LogWarning("This tree cannot be its own parent.");
                    return;
                }
                if (transform.parent == null || parent.gameObject != transform.parent.gameObject)
                {
                    // parent = null;
                    Debug.LogWarning("Parent tree should be also parent of this gameobject.", this.gameObject);
                }
            }
        }
Beispiel #4
0
 void Reset()
 {
     monoBehaviourTree = GetComponent <MonoBehaviourTree>();
     OnValidate();
 }