Example #1
0
 protected override bool onEvaluate(TBTWorkingData wData)
 {
     BotWorkingData thisData = wData.As<BotWorkingData>();
     //thisData._Character.SetTargetEnemy(null);
     //return true;
     return thisData._Character.GetTargetEnemy() == null;
 }
Example #2
0
 public override void ClearData()
 {
     _BevTree        = null;
     _BevWorkingData = null;
     _PathUtil.ClearData();
     base.ClearData();
 }
Example #3
0
 protected override bool onEvaluate(TBTWorkingData wData)
 {
     UnityEngine.Profiling.Profiler.BeginSample("NodeChase.onEvaluate");
     BotWorkingData thisData = wData.As<BotWorkingData>();
     UnityEngine.Profiling.Profiler.EndSample();
     //return false;
     return thisData._Character.GetTargetEnemy() != null;
 }
Example #4
0
 public override bool IsTrue(TBTWorkingData wData)
 {
     BotWorkingData thisData = wData.As<BotWorkingData>();
     Vector3 targetPos = thisData._Character.GetTargetPos();
     Vector3 currentPos = thisData._Character.Head.transform.position;
     var dis = Vector3.Distance(targetPos, currentPos);
     return dis < thisData._Character.MoveMotion;
 }
Example #5
0
 protected override void onEnter(TBTWorkingData wData)
 {
     BotWorkingData thisData = wData.As<BotWorkingData>();
     //Debugger.LogFormat("class={0}, method={1}", LogColor.Green, false, LogUtil.GetCurClassName(), LogUtil.GetCurMethodName());
     //GenerateTargetPos(thisData._Character.Head.transform.position, wData);
     _InWander = false;
     _CurSteerTime = _SteerGapTime;
     _CurCheckTime = _CheckGapTime;
 }
Example #6
0
    public override void SetData(PlayerInfo data, int initBodyLength)
    {
        _BevTree                   = BotFactory.GetBehaviourTree();
        _BevWorkingData            = new BotWorkingData();
        _BevWorkingData._Character = this;
        base.SetData(data, initBodyLength);

        _PathUtil = this.gameObject.AddComponent <BotAStar>();
        _PathUtil.SetData(this);
        _PlayerCamera.SetData(_Head.transform);
    }
Example #7
0
 protected override int onExecute(TBTWorkingData wData)
 {
     UnityEngine.Profiling.Profiler.BeginSample("NodeChase.onExecute in");
     BotWorkingData thisData = wData.As<BotWorkingData>();
     Vector3 targetPos = thisData._Character.GetTargetPos();
     Vector3 currentPos = thisData._Character.Head.transform.position;
     float distToTarget = Vector3.Distance(targetPos, currentPos);
     UnityEngine.Profiling.Profiler.EndSample();
     if (distToTarget < thisData._Character.MoveMotion)
     {
         _CurSteerTime = 0;
         thisData._Character.SetTargetEnemy(null);
         return TBTRunningStatus.FINISHED;
     }
     else if (distToTarget > thisData._Character.VisualField)
     {
         thisData._Character.SetTargetEnemy(null);
         return TBTRunningStatus.FINISHED;
     }
     else
     {
         UnityEngine.Profiling.Profiler.BeginSample("NodeChase.onExecute else");
         var player = thisData._Character.GetTargetEnemy().GetComponent<BaseCharacter>();
         if (player != null && player.TotalLength >= thisData._Character.TotalLength)
         {
             thisData._Character.SetTargetEnemy(null);
             return TBTRunningStatus.FINISHED;
         }
         if (_CurSteerTime > 0)
         {
             _CurSteerTime -= thisData._DeltaTime;
         }
         else
         {
             _CurSteerTime = _SteerGapTime;
             Enemy bot = thisData._Character as Enemy;
             Debug.DrawLine(currentPos, targetPos, Color.green, 1);
             if (bot != null)
             {
                 bot.SteerToTargetPos(targetPos, () =>
                 {
                     thisData._Character.SetTargetEnemy(null);
                 }, null);
             }
         }
         //Debugger.LogFormat("NodeChase targetPos={0}", targetPos);
         UnityEngine.Profiling.Profiler.EndSample();
         return TBTRunningStatus.EXECUTING;
     }
 }
Example #8
0
    void GenerateTargetPos(Vector3 curPos, TBTWorkingData wData)
    {
        BotWorkingData thisData = wData.As<BotWorkingData>();
        _TargetPos = MapManager.instance.GetRandPosInRect(
            MathUtil.GetNextRandomRect(curPos, thisData._Character.VisualField, thisData._Character.Head.Radius * 2));
        //_TargetPos = MapManager.instance.GetRandPosInCurMap(ESpawnType.Character);
#if UNITY_EDITOR
        Debug.DrawLine(curPos, _TargetPos, Color.red, 1);
        //Debug.LogError("GenerateTargetPos Name=" + thisData._Character.Name + ", target pos=" + _TargetPos + ", NodeWander.HashCode=" + GetHashCode());
        //for test
        //var go = GameObject.CreatePrimitive(PrimitiveType.Sphere);
        //go.transform.position = _TargetPos;
#endif
    }
Example #9
0
    protected override int onExecute(TBTWorkingData wData)
    {
        BotWorkingData thisData = wData.As<BotWorkingData>();
        //Debugger.LogErrorFormat("dis={0}, delta={1}, Name={2}, _TargetPos={3}, NodeWander.HashCode={4}",
        //Vector3.Distance(_TargetPos, thisData._Character.Head.transform.position), ConstValue._MinMoveDelta, thisData._Character.Name, _TargetPos, GetHashCode());
        //Debugger.LogGreen("curtime=" + _CurSteerTime);
        Vector3 targetPos = _TargetPos;
        Vector3 currentPos = thisData._Character.Head.transform.position;
        float distToTarget = Vector3.Distance(targetPos, currentPos);
        if (distToTarget < thisData._Character.MoveMotion)
        {
            if (_InWander)
            {
                //Debugger.LogFormat("reach dest class={0}, method={1}", LogColor.Blue, false, LogUtil.GetCurClassName(), LogUtil.GetCurMethodName());
                _CurSteerTime = _SteerGapTime;
                _InWander = false;
                _LastStepPoses.Clear();
            }
        }

        // check enemy operation has a cool down time. 
        if (_CurCheckTime > 0)
        {
            _CurCheckTime -= thisData._DeltaTime;
        }
        else
        {
            UnityEngine.Profiling.Profiler.BeginSample("NodeWander.onExecute CheckEnemy");
            _CurCheckTime = _CheckGapTime;
            var player = (thisData._Character as Enemy);
            if (player != null)
            {
                player.CheckEnemy();
            }
            UnityEngine.Profiling.Profiler.EndSample();
            //Debugger.LogFormat("check enemy class={0}, method={1}", LogColor.Brown, false, LogUtil.GetCurClassName(), LogUtil.GetCurMethodName());
        }

        // wait for next wander command
        if (_CurSteerTime > 0)
        {
            _CurSteerTime -= thisData._DeltaTime;
        }
        else
        {
            if (!_InWander)
            {
                //Debugger.LogFormat("generate pos class={0}, method={1}", LogColor.Cyan, false, LogUtil.GetCurClassName(), LogUtil.GetCurMethodName());
                GenerateTargetPos(thisData._Character.Head.transform.position, wData);
                _InWander = true;
            }
        }

        if (_InWander)
        {
            //Debugger.LogFormat("steer to class={0}, method={1}", LogColor.Green, false, LogUtil.GetCurClassName(), LogUtil.GetCurMethodName());
            UnityEngine.Profiling.Profiler.BeginSample("NodeWander.onExecute InWander");
            var motion = (_TargetPos - thisData._Character.Head.transform.position).normalized
                * thisData._Character.MoveSpeed * Singleton._DelayUtil.Timer.DeltaTime;
            bool rs = thisData._Character.Move(motion);
            if (!rs)
            {
                if (_InWander)
                {
                    _CurSteerTime = _SteerGapTime;
                    _InWander = false;
                    _LastStepPoses.Clear();
                }
            }

            if (_LastStepPoses.Count == _MaxRecordStepCount)
            {
                int nearCount = 0;
                foreach (var item in _LastStepPoses)
                {
                    if (Vector3.Distance(item, thisData._Character.Head.transform.position) < thisData._Character.MoveMotion / 2f)
                    {
                        nearCount += 1;
                    }
                }
                if (nearCount >= 2)
                {
                    //Debug.LogErrorFormat("nearCount name={0}, peek={1}, dist={2}, delta={3}",
                    //    _Character.Name, _LastStepPoses.Peek(),
                    //    Vector3.Distance(_LastStepPoses.Peek(), _Character.Head.transform.position),
                    //    _Character.MoveMotion);
                    if (_InWander)
                    {
                        _CurSteerTime = _SteerGapTime;
                        _InWander = false;
                        _LastStepPoses.Clear();
                    }
                }
            }
            Assert.IsTrue(_LastStepPoses.Count <= _MaxRecordStepCount);
            if (_LastStepPoses.Count == _MaxRecordStepCount)
            {
                _LastStepPoses.Dequeue();
            }
            _LastStepPoses.Enqueue(thisData._Character.Head.transform.position);

            UnityEngine.Profiling.Profiler.EndSample();
        }
        return TBTRunningStatus.EXECUTING;
    }