Esempio n. 1
0
    protected override void Init()
    {
        // -------Prepare--------
        // 1. Initialize parent
        base.Init ();

        // 2. Enable BT framework's log for debug, optional
        // BTConfiguration.ENABLE_LOG = true;

        // 3. Create root, usually it's a priority selector
        _root = new BTPrioritySelector();

        // 4. Create the nodes for reuse later

        // Preconditions
        CheckInSight checkOrcInSight = new CheckInSight(sightForOrc, ORC_NAME);
        CheckInSight checkGoblinInFightDistance = new CheckInSight(fightDistance, GOBLIN_NAME);
        CheckInSight checkGoblinInSight = new CheckInSight(sightForGoblin, GOBLIN_NAME);

        // Actions
        BTParallel run = new BTParallel(BTParallel.ParallelFunction.Or);
        {
            run.AddChild(new DoRun(DESTINATION, speed));
            run.AddChild(new PlayAnimation(RUN_ANIMATION));
        }

        FindEscapeDestination findDestination = new FindEscapeDestination(ORC_NAME, DESTINATION, sightForOrc);
        FindToTargetDestination findToTargetDestination = new FindToTargetDestination(GOBLIN_NAME, DESTINATION, fightDistance * 0.9f);

        // -------Construct-------

        // 3.1 Escape node
        // "Escape" serves as a parallel node
        // "Or" means the parallel node ends when any of its children ends.
        BTParallel escape = new BTParallel(BTParallel.ParallelFunction.Or, checkOrcInSight);
        {
            escape.AddChild(findDestination);

            escape.AddChild(run);
        }
        _root.AddChild(escape);		// Add node into root

        // 3.2 Fight node

        BTSequence fight = new BTSequence(checkGoblinInSight);
        {
            BTParallel parallel = new BTParallel(BTParallel.ParallelFunction.Or);
            {
                parallel.AddChild(findToTargetDestination);

                parallel.AddChild(run);		// Reuse Run
            }
            fight.AddChild(parallel);

            fight.AddChild(new PlayAnimation(FIGHT_ANIMATION, checkGoblinInFightDistance));
        }
        _root.AddChild(fight);

        // 3.3 Idle node
        _root.AddChild(new PlayAnimation(IDLE_ANIMATION));
    }
Esempio n. 2
0
    protected override void Init()
    {
        // -------Prepare--------
        // 1. Initialize parent
        base.Init();

        // 2. Enable BT framework's log for debug, optional
        // BTConfiguration.ENABLE_LOG = true;

        // 3. Create root, usually it's a priority selector
        _root = new BTPrioritySelector();

        // 4. Create the nodes for reuse later

        // Preconditions
        CheckInSight checkOrcInSight            = new CheckInSight(sightForOrc, ORC_NAME);
        CheckInSight checkGoblinInFightDistance = new CheckInSight(fightDistance, GOBLIN_NAME);
        CheckInSight checkGoblinInSight         = new CheckInSight(sightForGoblin, GOBLIN_NAME);

        // Actions
        BTParallel run = new BTParallel(BTParallel.ParallelFunction.Or);
        {
            run.AddChild(new DoRun(DESTINATION, speed));
            run.AddChild(new PlayAnimation(RUN_ANIMATION));
        }

        FindEscapeDestination   findDestination         = new FindEscapeDestination(ORC_NAME, DESTINATION, sightForOrc);
        FindToTargetDestination findToTargetDestination = new FindToTargetDestination(GOBLIN_NAME, DESTINATION, fightDistance * 0.9f);



        // -------Construct-------

        // 3.1 Escape node
        // "Escape" serves as a parallel node
        // "Or" means the parallel node ends when any of its children ends.
        BTParallel escape = new BTParallel(BTParallel.ParallelFunction.Or, checkOrcInSight);

        {
            escape.AddChild(findDestination);

            escape.AddChild(run);
        }
        _root.AddChild(escape);                 // Add node into root


        // 3.2 Fight node

        BTSequence fight = new BTSequence(checkGoblinInSight);

        {
            BTParallel parallel = new BTParallel(BTParallel.ParallelFunction.Or);
            {
                parallel.AddChild(findToTargetDestination);

                parallel.AddChild(run);                         // Reuse Run
            }
            fight.AddChild(parallel);

            fight.AddChild(new PlayAnimation(FIGHT_ANIMATION, checkGoblinInFightDistance));
        }
        _root.AddChild(fight);


        // 3.3 Idle node
        _root.AddChild(new PlayAnimation(IDLE_ANIMATION));
    }