public override NodeStatus Tick(BehaviorBlackboard data)
        {
            List <NodeOutput> nodes = this.Outputs;

            BaseBehaviorNode[] nodeArray = new BaseBehaviorNode[3];
            int count = 0;

            foreach (NodeOutput node in nodes)
            {
                if (node.connections.Count == 0)
                {
                    continue;
                }

                nodeArray[count] = (BaseBehaviorNode)(node.connections[0].body);
                count++;
            }

            if (count == 0)
            {
                Debug.LogError("Behavor Tree Designer\nNo output node is connected on node: " + this.name);
                return(NodeStatus.ERROR);
            }

            int        rand        = UnityEngine.Random.Range(0, count);
            NodeStatus childstatus = nodeArray[rand].Tick(data);

            return(childstatus);
        }
        public override NodeStatus Tick(BehaviorBlackboard data)
        {
            if (this.Outputs[0].connections.Count == 0)
            {
                Debug.LogError("Behavor Tree Designer\nOutput node is not connected on node: " + this.name);
                return(NodeStatus.ERROR);
            }

            BaseBehaviorNode node = (BaseBehaviorNode)this.Outputs[0].connections[0].body;

            if (start)
            {
                data.Add(guid.ToString(), Time.time);
            }

            float time = (float)data.Get(guid.ToString());

            if (time + waitTime > Time.time)
            {
                start = false;
                return(NodeStatus.RUNNING);
            }
            else
            {
                start = true;
                return(node.Tick(data));
            }
        }
        public override NodeStatus Tick(BehaviorBlackboard data)
        {
            if (this.Outputs[0].connections.Count == 0)
            {
                Debug.LogError("Behavor Tree Designer\nOutput node is not connected on node: " + this.name);
                return(NodeStatus.ERROR);
            }

            BaseBehaviorNode node   = (BaseBehaviorNode)this.Outputs[0].connections[0].body;
            NodeStatus       status = NodeStatus.SUCCESS;
            int rep = (int)data.Get(guid.ToString());

            status = node.Tick(data);

            if (status == NodeStatus.RUNNING)
            {
                return(status);
            }

            rep += 1;

            if (rep < repNumber)
            {
                status = NodeStatus.RUNNING;
                data.Add(guid.ToString(), rep);
            }
            else
            {
                data.Add(guid.ToString(), 0);
            }

            return(status);
        }
Exemple #4
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 public override void Init(BehaviorBlackboard data)
 {
     base.Init(data);
     if (subTree == null)
     {
         Debug.LogError("Behavor Tree Designer\nNo subtree assigned!");
         return;
     }
     subRoot = subTree.GetRootNode();
     subRoot.Init(data);
 }
        public override NodeStatus Tick(BehaviorBlackboard data)
        {
            if (this.Outputs[0].connections.Count == 0)
            {
                Debug.LogError("Behavor Tree Designer\nRoot node is not connected.");
                return(NodeStatus.ERROR);
            }

            BaseBehaviorNode node = (BaseBehaviorNode)this.Outputs[0].connections[0].body;

            return(node.Tick(data));
        }
Exemple #6
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        public override NodeStatus Tick(BehaviorBlackboard data)
        {
            if (this.Outputs[0].connections.Count == 0)
            {
                Debug.LogError("Behavor Tree Designer\nOutput node is not connected on node: " + this.name);
                return(NodeStatus.ERROR);
            }

            BaseBehaviorNode node   = (BaseBehaviorNode)this.Outputs[0].connections[0].body;
            NodeStatus       status = node.Tick(data);

            Debug.Log("Behavor Tree Designer Logger\nComing from: " + node.name + ". Result: " + status.ToString());

            return(status);
        }
        private void Awake()
        {
            if (behaviorTree == null)
            {
                Debug.LogError("Behavor Tree Designer\nNo behavior assigned!");
                return;
            }
            if (agent == null)
            {
                Debug.LogError("Behavor Tree Designer\nNo agent assigned!");
                return;
            }

            data = new BehaviorBlackboard();
            data.Add("_BTD_Agent", agent);
            rootNode = behaviorTree.GetRootNode();
        }
        private void Start()
        {
            if (behaviorTree == null)
            {
                Debug.LogError("Behavor Tree Designer\nNo behavior assigned!");
                return;
            }
            if (agent == null)
            {
                Debug.LogError("Behavor Tree Designer\nNo agent assigned!");
                return;
            }

            data = new BehaviorBlackboard();
            data.Add("Agent", agent);
            rootNode = behaviorTree.GetRootNode();
            rootNode.Init(data);
            InvokeRepeating("DoTick", 0, tickTime);
        }
        public override NodeStatus Tick(BehaviorBlackboard data)
        {
            if (this.Outputs[0].connections.Count == 0)
            {
                Debug.LogError("Behavor Tree Designer\nOutput node is not connected on node: " + this.name);
                return(NodeStatus.ERROR);
            }

            BaseBehaviorNode node   = (BaseBehaviorNode)this.Outputs[0].connections[0].body;
            NodeStatus       status = node.Tick(data);

            if (status == NodeStatus.SUCCESS)
            {
                status = NodeStatus.FAILURE;
            }
            else if (status == NodeStatus.FAILURE)
            {
                status = NodeStatus.SUCCESS;
            }
            return(status);
        }
 protected void Init(BaseBehaviorNode node)
 {
     node.name = this.GetType().Name;
     node.Id   = node.name;
     node.tex  = (Texture)Resources.Load("BehavorIcons/" + node.Id);
 }