Exemple #1
0
 /// <summary>
 /// Assign new Behaviour model to Agent.
 /// </summary>
 /// <param name="behaviour"></param>
 public void SetBehaviour(EliotBehaviour behaviour)
 {
     try{
         _behaviour     = behaviour;
         _behaviourCore = CoresPool.GetCore(_behaviour, gameObject);
     }catch (Exception) { /**/ }
 }
Exemple #2
0
        /// <summary>
        /// Initialize Agent on scene load.
        /// </summary>
        private void Start()
        {
            Unit = GetComponent <Unit>();
            var qa = GetComponent <Agent>();

            foreach (var skill in _skills)
            {
                _usableSkills.Add(skill.Clone().Init(qa, gameObject));
            }

            _resources.Init(qa);
            _perception.Init(qa);
            _motion.Init(qa);
            _generalSettings.Init(qa);
            _inventory.Init(qa, FindTransformByName("__inventory__"));
            _agentAnimation.Init(qa);

            DefaultGraphics = new List <GameObject>();
            var container = GetGrapgicsContainer();

            if (container.childCount > 0)
            {
                for (var i = container.childCount - 1; i >= 0; i--)
                {
                    DefaultGraphics.Add(container.GetChild(i).gameObject);
                }
            }

            DefaultPerceptionOriginPosition = GetPerceptionOrigin().localPosition;
            DefaultPerceptionOriginRotation = GetPerceptionOrigin().localRotation;

            DefaultSkillOriginPosition = GetSkillOrigin().localPosition;
            DefaultSkillOriginRotation = GetSkillOrigin().localRotation;

            DefaultAnimationMode = _agentAnimation.AnimationMode;

            if (!_behaviour)
            {
                return;
            }
            _behaviourCore = CoresPool.GetCore(_behaviour, gameObject);
        }
Exemple #3
0
        /// <summary>
        /// Decipher the file and create methods and relations between them using reflection.
        /// </summary>
        /// <param name="behaviour"></param>
        /// <param name="gameObject"></param>
        /// <returns></returns>
        public static BehaviourCore GetCore(EliotBehaviour behaviour, GameObject gameObject)
        {
            var core = new BehaviourCore();

            behaviour.Json = BehaviourVersionManager.UpdateJson(behaviour.Json);
            // See if there are any nodes in file.
            var jObj   = new JsonObject(behaviour.Json);
            var jNodes = jObj["nodes"].Objects;

            if (jNodes == null)
            {
                return(null);
            }

            Entry entry     = null;
            var   particles = new List <EliotComponent>();

            // If there are, create Behaviour Components from each piece of data.
            if (jNodes.Count > 0)
            {
                foreach (var node in jNodes)
                {
                    var nodeObj = (JsonObject)node;
                    var type    = nodeObj["type"].String;
                    switch (type)
                    {
                    case "Entry":
                    {
                        entry = new Entry(nodeObj["ID"].String);
                        particles.Add(entry);
                        break;
                    }

                    case "Invoker":
                    {
                        var      actionGroup = nodeObj["actionGroup"].ActionGroup;
                        string[] funcNames;
                        string   functionName;
                        int      funcIndex = -1;
                        var      execute   = true;
                        if (actionGroup == ActionGroup.Skill)
                        {
                            funcIndex    = 0;
                            funcNames    = new[] { nodeObj["functionID"].String };
                            functionName = nodeObj["functionName"].String;
                            if (nodeObj["executeSkill"] != null)
                            {
                                execute = nodeObj["executeSkill"].Bool;
                            }
                        }
                        else if (actionGroup == ActionGroup.Inventory)
                        {
                            //funcIndex = nodeObj["functionID"].Int;
                            funcNames    = AgentFunctions.GetFunctions <InventoryActionInterface>();
                            functionName = nodeObj["functionName"].String;
                        }
                        else
                        {
                            //funcIndex = nodeObj["functionID"].Int;
                            funcNames    = AgentFunctions.GetFunctions <MotionActionInterface>();
                            functionName = nodeObj["functionName"].String;
                        }

//_____________________________________CAUTION WORK IN PROGRESS________________________
                        //Array.Sort(funcNames, StringComparer.InvariantCulture);
                        for (var i = 0; i < funcNames.Length; i++)
                        {
                            if (funcNames[i] == functionName)
                            {
                                funcIndex = i;
                            }
                        }
                        if (funcIndex == -1)
                        {
                            funcIndex = nodeObj["functionID"].Int;
                        }
//_____________________________________________________________________________________

                        var inv = new Invoker(AgentFunctions.CreateAction(funcNames[funcIndex], gameObject,
                                                                          actionGroup, execute), nodeObj["ID"].String);
                        particles.Add(inv);
                        break;
                    }

                    case "Observer":
                    {
                        var funcIndex      = nodeObj["functionID"].Int;
                        var conditionGroup = nodeObj["conditionGroup"].ConditionGroup;
                        var funcNames      = AgentFunctions.GetConditionStrings(conditionGroup);
                        var functionName   = nodeObj["functionName"].String;
                        var obs            = new Observer(AgentFunctions.CreateCondition(functionName, gameObject,
                                                                                         conditionGroup, nodeObj["ID"].Int), nodeObj["ID"].String);
                        particles.Add(obs);
                        break;
                    }

                    case "Loop":
                    {
                        var funcIndex      = nodeObj["functionID"].Int;
                        var conditionGroup = nodeObj["conditionGroup"].ConditionGroup;
                        var funcNames      = AgentFunctions.GetConditionStrings(conditionGroup);
                        var functionName   = nodeObj["functionName"].String;
                        var reverse        = nodeObj["reverse"] != null && nodeObj["reverse"].Bool;
                        var loop           = new Loop(core, reverse,
                                                      AgentFunctions.CreateCondition(functionName, gameObject,
                                                                                     conditionGroup, nodeObj["ID"].Int), nodeObj["ID"].String);
                        particles.Add(loop);
                        break;
                    }
                    }
                }
            }

            // Now we need to connect the Components.
            var jTransitions = jObj["transitions"].Objects;

            foreach (var trans in jTransitions)
            {
                // Retrieve the needed information from data.
                var transition = (JsonObject)trans;

                var   startId = transition["startID"].String;
                var   endId = transition["endID"].String;
                var   isNeg = transition["type"].String.Equals("negative");
                int   minRate, maxRate;
                float minCooldown, maxCooldown;
                bool  terminate;
                try
                {
                    minRate     = transition["minRate"].Int;
                    maxRate     = transition["maxRate"].Int;
                    minCooldown = transition["minCooldown"].Float;
                    maxCooldown = transition["maxCooldown"].Float;
                    terminate   = transition["terminate"].Bool;
                }
                catch (Exception)
                {
                    minRate     = 1;
                    maxRate     = 1;
                    minCooldown = 0f;
                    maxCooldown = 0f;
                    terminate   = false;
                }

                // Connect proper Components by their IDs.
                try
                {
                    var type = ComponentTypeById(particles, startId);
                    if (type == "Observer")
                    {
                        if (isNeg)
                        {
                            ((Observer)particles.FirstOrDefault(particle => particle.Id == startId))
                            .ConnectWith_Else(particles.FirstOrDefault(particle => particle.Id == endId),
                                              minRate, maxRate, minCooldown, maxCooldown, terminate);
                        }
                        else
                        {
                            particles.FirstOrDefault(particle => particle.Id == startId)
                            .ConnectWith(particles.FirstOrDefault(particle => particle.Id == endId),
                                         minRate, maxRate, minCooldown, maxCooldown, terminate);
                        }
                    }
                    else if (type == "Loop")
                    {
                        if (isNeg)
                        {
                            ((Loop)particles.FirstOrDefault(particle => particle.Id == startId))
                            .ConnectWith_End(particles.FirstOrDefault(particle => particle.Id == endId),
                                             minRate, maxRate, minCooldown, maxCooldown, terminate);
                        }
                        else
                        {
                            particles.FirstOrDefault(particle => particle.Id == startId)
                            .ConnectWith(particles.FirstOrDefault(particle => particle.Id == endId),
                                         minRate, maxRate, minCooldown, maxCooldown, terminate);
                        }
                    }
                    else
                    {
                        particles.FirstOrDefault(particle => particle.Id == startId)
                        .ConnectWith(particles.FirstOrDefault(particle => particle.Id == endId),
                                     minRate, maxRate, minCooldown, maxCooldown, terminate);
                    }
                }
                catch (NullReferenceException) { Debug.Log("Something is wrong with data."); }
            }

            // Set the Entry.
            core.Entry = entry;
            return(core);
        }