public void PositionateLeftRelativeAtEdge() { var edge = new AtEdge(); edge.Add(this.Left, this.Right); this.Right.Position = new Vector2(WIDTH / 2, HEIGHT / 2); AssertEdgeInside(edge); }
private Task getBTfromGenotype(BTNode subTree) { string taskName = subTree.taskName; if (subTree.isLeafNode()) { // Actions if (taskName.Equals("Jump")) { Jump temp = new Jump(); #if UNITY_EDITOR || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN temp.NodeData = new NodeData(); #endif return(temp); } else if (taskName.Equals("MoveLeftForSeconds")) { MoveLeftForSeconds temp = new MoveLeftForSeconds(); #if UNITY_EDITOR || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN temp.NodeData = new NodeData(); #endif return(temp); } else if (taskName.Equals("MoveRightForSeconds")) { MoveRightForSeconds temp = new MoveRightForSeconds(); #if UNITY_EDITOR || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN temp.NodeData = new NodeData(); #endif return(temp); } else if (taskName.Equals("MoveRightForDistance")) { MoveRightForDistance temp = new MoveRightForDistance(); #if UNITY_EDITOR || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN temp.NodeData = new NodeData(); #endif return(temp); } else if (taskName.Equals("ShootBullet")) { ShootBullet temp = new ShootBullet(); #if UNITY_EDITOR || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN temp.NodeData = new NodeData(); #endif return(temp); } else if (taskName.Equals("MoveLeftForDistance")) { MoveLeftForDistance temp = new MoveLeftForDistance(); #if UNITY_EDITOR || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN temp.NodeData = new NodeData(); #endif return(temp); } // TO DO add conditionals else if (taskName.Equals("AtEdge")) { AtEdge temp = new AtEdge(); #if UNITY_EDITOR || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN temp.NodeData = new NodeData(); #endif return(temp); } else if (taskName.Equals("HittingWall")) { HittingWall temp = new HittingWall(); #if UNITY_EDITOR || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN temp.NodeData = new NodeData(); #endif return(temp); } else if (taskName.Equals("LowLife")) { LowLife temp = new LowLife(); #if UNITY_EDITOR || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN temp.NodeData = new NodeData(); #endif return(temp); } else if (taskName.Equals("PlayerInRange")) { PlayerInRange temp = new PlayerInRange(); #if UNITY_EDITOR || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN temp.NodeData = new NodeData(); #endif return(temp); } else { Grounded temp = new Grounded(); #if UNITY_EDITOR || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN temp.NodeData = new NodeData(); #endif return(temp); } } else { if (taskName.Equals("Selector")) { Selector temp = new Selector(); #if UNITY_EDITOR || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN temp.NodeData = new NodeData(); #endif List <BTNode> children = subTree.children; for (int i = 0; i < children.Count; i++) { BTNode child = children[i]; temp.AddChild(getBTfromGenotype(child), i); } return(temp); } else if (taskName.Equals("Sequence")) { Sequence temp = new Sequence(); #if UNITY_EDITOR || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN temp.NodeData = new NodeData(); #endif List <BTNode> children = subTree.children; for (int i = 0; i < children.Count; i++) { BTNode child = children[i]; temp.AddChild(getBTfromGenotype(child), i); } return(temp); } else if (taskName.Equals("RandomSelector")) { RandomSelector temp = new RandomSelector(); #if UNITY_EDITOR || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN temp.NodeData = new NodeData(); #endif List <BTNode> children = subTree.children; for (int i = 0; i < children.Count; i++) { BTNode child = children[i]; temp.AddChild(getBTfromGenotype(child), i); } return(temp); } else if (taskName.Equals("RandomSequence")) { RandomSequence temp = new RandomSequence(); #if UNITY_EDITOR || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN temp.NodeData = new NodeData(); #endif List <BTNode> children = subTree.children; for (int i = 0; i < children.Count; i++) { BTNode child = children[i]; temp.AddChild(getBTfromGenotype(child), i); } return(temp); } else { Parallel temp = new Parallel(); #if UNITY_EDITOR || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN temp.NodeData = new NodeData(); #endif List <BTNode> children = subTree.children; for (int i = 0; i < children.Count; i++) { BTNode child = children[i]; temp.AddChild(getBTfromGenotype(child), i); } return(temp); } } }