Exemple #1
0
		static Tree BuildSM (BlackboardTreeBuilder<CharacterInfo> builder)
		{
			var plan = builder.Parallel ().Begin ()// local information
			// is moving 
			.Selector ().Begin ().Sequence ().Begin ().IsTrue (c => 
			{
				return c.Input.MoveStick.X == 0.0;
			}).IsTrue (c => 
			{
				return c.Input.MoveStick.Y == 0.0;
			}).Set (c => 
			{
				c.Current.IsMoving = false;
			}).End ().Set (c => 
			{
				c.Current.IsMoving = true;
			}).End ()//					// is guard up
			//					.Sequence()
			//					.Begin ()
			//						.Set((c) => { c.Current.IsGuardUp = true; })
			//						.Selector ()
			//						.Begin ()
			//							.IsTrue((c) => {return c.Input.AttackStick.X == 0.0;})
			//							.IsTrue((c) => {return c.Input.AttackStick.Y == 0.0;})
			//							.Set((c) => { c.Current.IsGuardUp = false; })
			//						.End()
			//					.End()
			// is facing enemy						
			// nearest enemy gap
			//					// MOVE ANIMATION
			//					.Sequence()
			//					.Begin()
			//						.IsTrue((c) => { return c.Current.IsMoving ; })
			//						.Selector()
			//						.Begin()					
			//							// Stepping			
			//							.Sequence()
			//							.Begin()
			//								.IsTrue((c) => { return c.Current.IsFacingEnemy ; })
			//								.IsTrue((c) => { return c.Current.IsGuardUp ; })
			//								.Selector()
			//								.Begin()							
			//									.Sequence()
			//									.Begin ()
			//										.IsTrue((c) => { return c.Current.NearestEnemyGap <= 2.0f; })							
			//										.Selector()
			//										.Begin()
			////											// RaiseStepping	
			////											.Sequence()
			////											.Begin()
			////												.IsTrue((c) => {return c.Input.MoveStick.X > 0.0f;})
			////												.IsTrue((c) => {return c.Input.MoveStick.Y == 0.0f;})
			////												.Set ((c) => c.Current.LocomotionState = MoveAnimation.StepForward)
			////											.End ()	
			////
			////											.Sequence()
			////											.Begin()
			////												.IsTrue((c) => {return c.Input.MoveStick.X < 0.0f;})
			////												.IsTrue((c) => {return c.Input.MoveStick.Y == 0.0f;})
			////												.Set ((c) => c.Current.LocomotionState = MoveAnimation.StepForward)
			////											.End ()	
			////
			////											.Sequence()
			////											.Begin()
			////												.IsTrue((c) => {return c.Input.MoveStick.Y > 0.0f;})
			////												.IsTrue((c) => {return c.Input.MoveStick.X == 0.0f;})
			////												.Set ((c) => c.Current.LocomotionState = MoveAnimation.SidestepUp)
			////											.End ()	
			////
			////											.Sequence()
			////											.Begin()
			////												.IsTrue((c) => {return c.Input.MoveStick.Y < 0.0f;})
			////												.IsTrue((c) => {return c.Input.MoveStick.X == 0.0f;})
			////												.Set ((c) => c.Current.LocomotionState = MoveAnimation.SidestepDown)
			////											.End ()
			//										.End()
			//									.End()	
			//									// forward slide / set crease 
			//									.Sequence()
			//									.Begin()
			//										.IsTrue((c) => { return c.Current.NearestEnemyGap <= 3.0f;} )
			//										.Set ((c) => c.Current.LocomotionState = MoveAnimation.SlideForward)
			//									.End()
			//								.End()
			//							.End ()
			//							.Sequence ()
			//							.Begin()
			//								.Selector ()
			//									.Begin ()
			//										// if the distance is greater than 3 feet
			//										.IsTrue((c) => { return c.Current.NearestEnemyGap > 3.0f;} )	
			//										// OR is guard down
			//										.IsFalse((c) => { return c.Current.IsGuardUp ; })
			//									.End ()
			//								.End()
			//								// Raise Run / Walk
			//								.Selector()
			//								.Begin()
			////									.Sequence()
			////									.Begin()
			////										.IsTrue((c) => {return c.Input.MoveStick.X > 0.5f;})
			////										.IsTrue((c) => {return c.Input.MoveStick.Y == 0.0f;})
			////										.Set ((c) => c.Current.LocomotionState = MoveAnimation.RunForward)
			////									.End ()	
			////
			////									.Sequence()
			////									.Begin()
			////										.IsTrue((c) => {return c.Input.MoveStick.X > 0.0f;})
			////										.IsTrue((c) => {return c.Input.MoveStick.Y == 0.0f;})
			////										.Set ((c) => c.Current.LocomotionState = MoveAnimation.WalkForward)
			////									.End ()
			////
			////									.Sequence()
			////									.Begin()
			////										.IsTrue((c) => {return c.Input.MoveStick.X < 0.0f;})
			////										.IsTrue((c) => {return c.Input.MoveStick.Y == 0.0f;})
			////										.Set ((c) => c.Current.LocomotionState = MoveAnimation.WalkBack)
			////									.End ()	
			////									
			////									.Sequence()
			////									.Begin()
			////										.IsTrue((c) => {return c.Input.MoveStick.Y > 0.0f;})
			////										.IsTrue((c) => {return c.Input.MoveStick.X == 0.0f;})
			////										.Set ((c) => c.Current.LocomotionState = MoveAnimation.WalkUp)
			////									.End ()	
			////									
			////									.Sequence()
			////									.Begin()
			////										.IsTrue((c) => {return c.Input.MoveStick.Y < 0.0f;})
			////										.IsTrue((c) => {return c.Input.MoveStick.X == 0.0f;})
			////										.Set ((c) => c.Current.LocomotionState = MoveAnimation.WalkDown)
			////									.End ()
			//								.End()
			//							.End()
			//							// default
			//							.Set((c) => c.Current.LocomotionState = MoveAnimation.Idle)
			//						.End()
			//					.End()
			// HAND ANIMATION
			//					.Selector()
			//					.Begin ()
			//						// throwing punch
			//
			//						// idle default 
			//						.Set((c) => c.Current.HandsState = HandsAnimation.Idle)
			//					.End ()
			//					 //full body override
			//					.Selector()
			//					.Begin ()
			//						// idle default 
			//						.Set((c) => c.Current.OverrideState = BodyAnimation.Default)
			//					.End ()
			.End ();
			var compiled = plan.Build ();
			return compiled;
		}
Exemple #2
0
        static Tree BuildSM(BlackboardTreeBuilder <CharacterInfo> builder)
        {
            var plan = builder.Parallel().Begin() // local information
                                                  // is moving
                       .Selector().Begin().Sequence().Begin().IsTrue(c =>
            {
                return(c.Input.MoveStick.X == 0.0);
            }).IsTrue(c =>
            {
                return(c.Input.MoveStick.Y == 0.0);
            }).Set(c =>
            {
                c.Current.IsMoving = false;
            }).End().Set(c =>
            {
                c.Current.IsMoving = true;
            }).End()   //					// is guard up
                       //					.Sequence()
                       //					.Begin ()
                       //						.Set((c) => { c.Current.IsGuardUp = true; })
                       //						.Selector ()
                       //						.Begin ()
                       //							.IsTrue((c) => {return c.Input.AttackStick.X == 0.0;})
                       //							.IsTrue((c) => {return c.Input.AttackStick.Y == 0.0;})
                       //							.Set((c) => { c.Current.IsGuardUp = false; })
                       //						.End()
                       //					.End()
                       // is facing enemy
                       // nearest enemy gap
                       //					// MOVE ANIMATION
                       //					.Sequence()
                       //					.Begin()
                       //						.IsTrue((c) => { return c.Current.IsMoving ; })
                       //						.Selector()
                       //						.Begin()
                       //							// Stepping
                       //							.Sequence()
                       //							.Begin()
                       //								.IsTrue((c) => { return c.Current.IsFacingEnemy ; })
                       //								.IsTrue((c) => { return c.Current.IsGuardUp ; })
                       //								.Selector()
                       //								.Begin()
                       //									.Sequence()
                       //									.Begin ()
                       //										.IsTrue((c) => { return c.Current.NearestEnemyGap <= 2.0f; })
                       //										.Selector()
                       //										.Begin()
                       ////											// RaiseStepping
                       ////											.Sequence()
                       ////											.Begin()
                       ////												.IsTrue((c) => {return c.Input.MoveStick.X > 0.0f;})
                       ////												.IsTrue((c) => {return c.Input.MoveStick.Y == 0.0f;})
                       ////												.Set ((c) => c.Current.LocomotionState = MoveAnimation.StepForward)
                       ////											.End ()
                       ////
                       ////											.Sequence()
                       ////											.Begin()
                       ////												.IsTrue((c) => {return c.Input.MoveStick.X < 0.0f;})
                       ////												.IsTrue((c) => {return c.Input.MoveStick.Y == 0.0f;})
                       ////												.Set ((c) => c.Current.LocomotionState = MoveAnimation.StepForward)
                       ////											.End ()
                       ////
                       ////											.Sequence()
                       ////											.Begin()
                       ////												.IsTrue((c) => {return c.Input.MoveStick.Y > 0.0f;})
                       ////												.IsTrue((c) => {return c.Input.MoveStick.X == 0.0f;})
                       ////												.Set ((c) => c.Current.LocomotionState = MoveAnimation.SidestepUp)
                       ////											.End ()
                       ////
                       ////											.Sequence()
                       ////											.Begin()
                       ////												.IsTrue((c) => {return c.Input.MoveStick.Y < 0.0f;})
                       ////												.IsTrue((c) => {return c.Input.MoveStick.X == 0.0f;})
                       ////												.Set ((c) => c.Current.LocomotionState = MoveAnimation.SidestepDown)
                       ////											.End ()
                       //										.End()
                       //									.End()
                       //									// forward slide / set crease
                       //									.Sequence()
                       //									.Begin()
                       //										.IsTrue((c) => { return c.Current.NearestEnemyGap <= 3.0f;} )
                       //										.Set ((c) => c.Current.LocomotionState = MoveAnimation.SlideForward)
                       //									.End()
                       //								.End()
                       //							.End ()
                       //							.Sequence ()
                       //							.Begin()
                       //								.Selector ()
                       //									.Begin ()
                       //										// if the distance is greater than 3 feet
                       //										.IsTrue((c) => { return c.Current.NearestEnemyGap > 3.0f;} )
                       //										// OR is guard down
                       //										.IsFalse((c) => { return c.Current.IsGuardUp ; })
                       //									.End ()
                       //								.End()
                       //								// Raise Run / Walk
                       //								.Selector()
                       //								.Begin()
                       ////									.Sequence()
                       ////									.Begin()
                       ////										.IsTrue((c) => {return c.Input.MoveStick.X > 0.5f;})
                       ////										.IsTrue((c) => {return c.Input.MoveStick.Y == 0.0f;})
                       ////										.Set ((c) => c.Current.LocomotionState = MoveAnimation.RunForward)
                       ////									.End ()
                       ////
                       ////									.Sequence()
                       ////									.Begin()
                       ////										.IsTrue((c) => {return c.Input.MoveStick.X > 0.0f;})
                       ////										.IsTrue((c) => {return c.Input.MoveStick.Y == 0.0f;})
                       ////										.Set ((c) => c.Current.LocomotionState = MoveAnimation.WalkForward)
                       ////									.End ()
                       ////
                       ////									.Sequence()
                       ////									.Begin()
                       ////										.IsTrue((c) => {return c.Input.MoveStick.X < 0.0f;})
                       ////										.IsTrue((c) => {return c.Input.MoveStick.Y == 0.0f;})
                       ////										.Set ((c) => c.Current.LocomotionState = MoveAnimation.WalkBack)
                       ////									.End ()
                       ////
                       ////									.Sequence()
                       ////									.Begin()
                       ////										.IsTrue((c) => {return c.Input.MoveStick.Y > 0.0f;})
                       ////										.IsTrue((c) => {return c.Input.MoveStick.X == 0.0f;})
                       ////										.Set ((c) => c.Current.LocomotionState = MoveAnimation.WalkUp)
                       ////									.End ()
                       ////
                       ////									.Sequence()
                       ////									.Begin()
                       ////										.IsTrue((c) => {return c.Input.MoveStick.Y < 0.0f;})
                       ////										.IsTrue((c) => {return c.Input.MoveStick.X == 0.0f;})
                       ////										.Set ((c) => c.Current.LocomotionState = MoveAnimation.WalkDown)
                       ////									.End ()
                       //								.End()
                       //							.End()
                       //							// default
                       //							.Set((c) => c.Current.LocomotionState = MoveAnimation.Idle)
                       //						.End()
                       //					.End()
                       // HAND ANIMATION
                       //					.Selector()
                       //					.Begin ()
                       //						// throwing punch
                       //
                       //						// idle default
                       //						.Set((c) => c.Current.HandsState = HandsAnimation.Idle)
                       //					.End ()
                       //					 //full body override
                       //					.Selector()
                       //					.Begin ()
                       //						// idle default
                       //						.Set((c) => c.Current.OverrideState = BodyAnimation.Default)
                       //					.End ()
                       .End();
            var compiled = plan.Build();

            return(compiled);
        }