//---------------------------------------------------------------------
 // executes the behavior after a given amount of time in miliseconds has passed
 // <param name="elapsedTimeFunction">function that returns elapsed time</param>
 // <param name="timeToWait">maximum time to wait before executing behavior</param>
 // <param name="behavior">behavior to run</param>
 public DecoratorTimer(BehaviorTree bt, Func<int> func_elapsedtm, int wait_tm, BehaviorComponent behavior)
     : base(bt)
 {
     mFuncElapsedTm = func_elapsedtm;
     mBehavior = behavior;
     mWaitTime = wait_tm;
 }
Example #2
0
 //---------------------------------------------------------------------
 // executes the behavior after a given amount of time in miliseconds has passed
 // <param name="elapsedTimeFunction">function that returns elapsed time</param>
 // <param name="timeToWait">maximum time to wait before executing behavior</param>
 // <param name="behavior">behavior to run</param>
 public DecoratorTimer(BehaviorTree bt, Func <int> func_elapsedtm, int wait_tm, BehaviorComponent behavior)
     : base(bt)
 {
     mFuncElapsedTm = func_elapsedtm;
     mBehavior      = behavior;
     mWaitTime      = wait_tm;
 }
 //---------------------------------------------------------------------
 // randomly executes the behavior
 // <param name="probability">probability of execution</param>
 // <param name="randomFunction">function that determines probability to execute</param>
 // <param name="behavior">behavior to execute</param>
 public DecoratorRandom(BehaviorTree bt, float probability, Func <float> func_random, BehaviorComponent behavior)
     : base(bt)
 {
     mProbability    = probability;
     mRandomFunction = func_random;
     mBehavior       = behavior;
 }
Example #4
0
 //---------------------------------------------------------------------
 // executes the behavior based on a counter
 // -each time Counter is called the counter increments by 1
 // -Counter executes the behavior when it reaches the supplied maxCount
 public DecoratorCounter(BehaviorTree bt, int max_count, BehaviorComponent behavior)
     : base(bt)
 {
     mMaxCount = max_count;
     mBehavior = behavior;
 }
Example #5
0
        //---------------------------------------------------------------------
        public void setRoot(BehaviorComponent behavior)
        {
            RootSelector root = new RootSelector(this, delegate() { return(0); }, behavior);

            mRoot = root;
        }
 //---------------------------------------------------------------------
 // executes the behavior based on a counter
 // -each time Counter is called the counter increments by 1
 // -Counter executes the behavior when it reaches the supplied maxCount
 public DecoratorCounter(BehaviorTree bt, int max_count, BehaviorComponent behavior)
     : base(bt)
 {
     mMaxCount = max_count;
     mBehavior = behavior;
 }
Example #7
0
 //---------------------------------------------------------------------
 public void setRoot(BehaviorComponent behavior)
 {
     RootSelector root = new RootSelector(this, delegate() { return 0; }, behavior);
     mRoot = root;
 }
 //---------------------------------------------------------------------
 // inverts the given behavior
 // -Returns Success on Failure or Error
 // -Returns Failure on Success 
 // -Returns Running on Running
 public DecoratorInverter(BehaviorTree bt, BehaviorComponent behavior)
     : base(bt)
 {
     mBehavior = behavior;
 }
 //---------------------------------------------------------------------
 // inverts the given behavior
 // -Returns Success on Failure or Error
 // -Returns Failure on Success
 // -Returns Running on Running
 public DecoratorInverter(BehaviorTree bt, BehaviorComponent behavior)
     : base(bt)
 {
     mBehavior = behavior;
 }