public static CandiceBehaviorStates RotateTo(CandiceBehaviorNode rootNode)
        {
            CandiceBehaviorStates state = CandiceBehaviorStates.SUCCESS;

            try
            {
                float desiredAngle = 180;
                int   direction    = 1;
                float angle        = Vector3.Angle((rootNode.aiController.MainTarget.transform.position - rootNode.aiController.transform.position), rootNode.aiController.transform.right);
                if (angle > 90)
                {
                    angle = 360 - angle;
                }
                if (angle > desiredAngle)
                {
                    direction = -1;
                }

                float rotation = (direction * rootNode.aiController.RotationSpeed) * Time.deltaTime;
                rootNode.aiController.transform.Rotate(0, rotation, 0);
            }
            catch (Exception e)
            {
                state = CandiceBehaviorStates.FAILURE;
                Debug.LogError("CandiceDefaultBehaviors.RotateTo: " + e.Message);
            }

            return(state);
        }
        public static CandiceBehaviorStates MoveForwardWithSlopeAlignment(CandiceBehaviorNode rootNode)
        {
            CandiceAIController agent = rootNode.aiController;

            agent.IsMoving = true;

            /*if (rootNode.aiController.hasAnimations)
             * {
             *  if (rootNode.aiController.animationType == AnimationType.CodeBased)
             *  {
             *      if (!agent.currentAnimation.Equals(agent.moveAnimationName))
             *      {
             *          agent.currentAnimation = agent.moveAnimationName;
             *          agent.Animator.Play(agent.moveAnimationName);
             *      }
             *  }
             *  else
             *      agent.Animator.SetBool(agent.moveTransitionParameter, true);
             * }*/

            //rootNode.aiController.Animator.SetFloat("characterSpeed", rootNode.aiController.movementSpeed);
            CandiceBehaviorStates state = CandiceBehaviorStates.SUCCESS;

            try
            {
                agent.movementModule.MoveForwardWithSlopeAlignment(agent.transform, agent);
            }
            catch (Exception e)
            {
                state = CandiceBehaviorStates.FAILURE;
                Debug.LogError("DefaultBehaviors.MoveTo: " + e.Message);
            }

            return(state);
        }
        public static CandiceBehaviorStates Wander(CandiceBehaviorNode rootNode)
        {
            CandiceAIController agent = rootNode.aiController;

            agent.Wander();
            return(CandiceBehaviorStates.SUCCESS);
        }
Example #4
0
        public CandiceBehaviorNode CreateBehaviorTree(CandiceAIController agent)
        {
            Initialise();
            rootNode = null;
            CandiceBehaviorNodeS _rootNode = null;

            nodes = behaviorTree.GetNodes();

            _rootNode = nodes[0];
            Debug.LogError("Agent: " + agent.AgentID);

            switch (_rootNode.type)
            {
            case CandiceAIManager.NODE_TYPE_SELECTOR:
                rootNode    = new CandiceBehaviorSelector();
                rootNode.id = _rootNode.id;
                rootNode.Initialise(agent.transform, agent);
                (rootNode as CandiceBehaviorSelector).SetNodes(GetChildren(behaviorTree, _rootNode));
                break;

            case CandiceAIManager.NODE_TYPE_SEQUENCE:
                rootNode    = new CandiceBehaviorSequence();
                rootNode.id = _rootNode.id;
                rootNode.Initialise(agent.transform, agent);
                (rootNode as CandiceBehaviorSequence).SetNodes(GetChildren(behaviorTree, _rootNode));
                break;
            }


            return(rootNode);
        }
        public static CandiceBehaviorStates AttackRange(CandiceBehaviorNode rootNode)
        {
            CandiceAIController agent = rootNode.aiController;

            agent.AttackRanged();
            return(CandiceBehaviorStates.SUCCESS);
        }
        public static CandiceBehaviorStates WithinAttackRange(CandiceBehaviorNode rootNode)
        {
            CandiceAIController agent = rootNode.aiController;

            if (agent.WithinAttackRange())
            {
                return(CandiceBehaviorStates.SUCCESS);
            }
            else
            {
                return(CandiceBehaviorStates.FAILURE);
            }
        }
        public static CandiceBehaviorStates AllyDetected(CandiceBehaviorNode rootNode)
        {
            CandiceAIController agent = rootNode.aiController;

            if (agent.AllyDetected)
            {
                return(CandiceBehaviorStates.SUCCESS);
            }
            else
            {
                return(CandiceBehaviorStates.FAILURE);
            }
        }
 public static CandiceBehaviorStates ScanForObjects(CandiceBehaviorNode rootNode)
 {
     try
     {
         CandiceAIController agent = rootNode.aiController;
         agent.ScanForObjects();
         return(CandiceBehaviorStates.SUCCESS);
     }
     catch (Exception ex)
     {
         Debug.LogError(ex.Message);
         return(CandiceBehaviorStates.FAILURE);
     }
 }
 public static CandiceBehaviorStates LookAt(CandiceBehaviorNode rootNode)
 {
     try
     {
         CandiceAIController agent = rootNode.aiController;
         agent.movementModule.LookAt(agent.transform, agent);
         return(CandiceBehaviorStates.SUCCESS);
     }
     catch (Exception ex)
     {
         Debug.LogError(ex.Message);
         return(CandiceBehaviorStates.FAILURE);
     }
 }
 public static CandiceBehaviorStates CandicePathfind(CandiceBehaviorNode rootNode)
 {
     try
     {
         CandiceAIController agent = rootNode.aiController;
         if (agent.CandicePathfind())
         {
             return(CandiceBehaviorStates.SUCCESS);
         }
         else
         {
             return(CandiceBehaviorStates.FAILURE);
         }
     }
     catch (Exception ex)
     {
         Debug.LogError(ex.Message);
         return(CandiceBehaviorStates.FAILURE);
     }
 }
Example #11
0
        List <CandiceBehaviorNode> GetChildren(CandiceBehaviorTreeS bt, CandiceBehaviorNodeS node)
        {
            List <CandiceBehaviorNode> children = new List <CandiceBehaviorNode>();
            CandiceBehaviorNodeS       _node    = null;

            if (node.childrenIDs.Count < 1)
            {
                return(children);
            }
            foreach (int id in node.childrenIDs)
            {
                CandiceBehaviorNode newNode = null;
                Debug.LogError("ID: " + id);
                if (GetNodeWithID(id, bt.GetNodes()) != null)
                {
                    _node = GetNodeWithID(id, nodes);

                    switch (_node.type)
                    {
                    case CandiceAIManager.NODE_TYPE_SELECTOR:
                        newNode = new CandiceBehaviorSelector();
                        (newNode as CandiceBehaviorSelector).SetNodes(GetChildren(bt, _node));
                        break;

                    case CandiceAIManager.NODE_TYPE_SEQUENCE:
                        newNode = new CandiceBehaviorSequence();
                        (newNode as CandiceBehaviorSequence).SetNodes(GetChildren(bt, _node));
                        break;

                    case CandiceAIManager.NODE_TYPE_ACTION:
                        CandiceBehaviorAction action = new CandiceBehaviorAction((CandiceBehaviorAction.ActionNodeDelegate)lstFunctions[_node.function].CreateDelegate(typeof(CandiceBehaviorAction.ActionNodeDelegate)), rootNode);
                        newNode = action;
                        break;
                    }
                    children.Add(newNode);
                }
            }
            return(children);
        }
        public static CandiceBehaviorStates SetAttackTarget(CandiceBehaviorNode rootNode)
        {
            CandiceBehaviorStates state = CandiceBehaviorStates.FAILURE;
            CandiceAIController   agent = rootNode.aiController;

            try
            {
                if (agent.MainTarget != null)
                {
                    agent.AttackTarget = agent.MainTarget;
                    state = CandiceBehaviorStates.SUCCESS;
                }
                else
                {
                    Debug.LogError("CandiceDefaultBehaviors.SetAttackTarget: Main Target is NULL");
                }
            }
            catch (Exception e)
            {
                state = CandiceBehaviorStates.FAILURE;
                Debug.LogError("CandiceDefaultBehaviors.SetAttackTarget: " + e.Message);
            }
            return(state);
        }
Example #13
0
 public void AddNode(CandiceBehaviorNode node)
 {
     m_nodes.Add(node);
 }
 /* The constructor requires the child node that this CandiceBehaviorInverter decorator
  * wraps*/
 public CandiceBehaviorInverter(CandiceBehaviorNode node)
 {
     m_node = node;
 }
 /* Because this node contains no logic itself,
  * the logic must be passed in in the form of
  * a delegate. As the signature states, the action
  * needs to return a NodeStates enum */
 public CandiceBehaviorAction(ActionNodeDelegate action, CandiceBehaviorNode rootNode)
 {
     this.rootNode = rootNode;
     m_action      = action;
 }