Ejemplo n.º 1
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    public override Node SetUp_Tree()
    {
        Node is_idling  = new Is_Idling();
        Node idleAction = new Idle_Blending();

        return(Node_Sequence.Create(is_idling, idleAction));
    }
Ejemplo n.º 2
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    public override Node SetUp_Tree()
    {
        Node is_Attacked    = new Is_Attacked();
        Node attackedAction = new Attacked_Action();

        return(Node_Sequence.Create(is_Attacked, attackedAction));
    }
Ejemplo n.º 3
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    public override Node SetUp_Tree()
    {
        Node is_crouching = new Is_Crouching();
        Node crouchAction = new Crouch_Blending();

        return(Node_Sequence.Create(is_crouching, crouchAction));
    }
Ejemplo n.º 4
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    public override Node SetUp_Tree()
    {
        Node is_running = new Is_Running();
        Node runAction  = new Run_Blending();

        return(Node_Sequence.Create(is_running, runAction));
    }
Ejemplo n.º 5
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    public override Node SetUp_Tree()
    {
        Node is_falling = new Is_Falling();
        Node fallAction = new Fall_Blending();

        return(Node_Sequence.Create(is_falling, fallAction));
    }
Ejemplo n.º 6
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    public override Node SetUp_Tree()
    {
        Node is_jumping = new Is_Jumping();
        Node jumpAction = new Jump_Blending();

        return(Node_Sequence.Create(is_jumping, jumpAction));
    }
Ejemplo n.º 7
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    public override Node SetUp_Tree()
    {
        Node jump = new Jump_Action();
        Node fall = new Fall_Action();

        Node groundCheck = new GroundCheck_Node();
        Node onAirCheck  = Node_Inverter.Create(groundCheck);

        return(Node_Sequence.Create(onAirCheck, jump, fall));
    }
Ejemplo n.º 8
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 public static aiBehaviorNode CapturePoint(baseRtsAI rabbit,PointOfInterest poi)
 {
     aiBehaviorNode commande = new Node_Sequence
         (
             new  aiBehaviorNode[]
             {
                 moveComand(rabbit,poi.gameObject.transform.position),
                 new Node_Call_Delegate(poi.CapturePT,rabbit)
             }
         );
     return commande;
 }