// Token: 0x06000A59 RID: 2649 RVA: 0x0004DA84 File Offset: 0x0004BC84 public DownloadUrlRequest(INode node) : base("g") { this.Id = node.Id; PublicNode publicNode = node as PublicNode; if (publicNode != null) { base.QueryArguments["n"] = publicNode.ShareId; } }
/** *@funtion Initialize *@brief Crea las variables iniciales de comportamiento y nodos *@param **/ public void Initialize() { playerTeam = transform.parent.GetComponent <STeam>(); sbehaviors[0] = ScriptableObject.CreateInstance("Alignment") as Sbehavior; weights.Add("Alignment", 0.1f); wkeys[0] = "Alignment"; sbehaviors[1] = ScriptableObject.CreateInstance("Avoidance") as Sbehavior; weights.Add("Avoidance", 0.1f); wkeys[1] = "Avoidance"; sbehaviors[2] = ScriptableObject.CreateInstance("Cohesion") as Sbehavior; weights.Add("Cohesion", 0.1f); wkeys[2] = "Cohesion"; sbehaviors[3] = ScriptableObject.CreateInstance("StayInStadium") as Sbehavior; weights.Add("StayInStadium", 0.1f); wkeys[3] = "StayInStadium"; sbehaviors[4] = ScriptableObject.CreateInstance("GoCenter") as Sbehavior; weights.Add("GoCenter", 0.1f); wkeys[4] = "GoCenter"; sbehaviors[5] = ScriptableObject.CreateInstance("TackleMove") as Sbehavior; weights.Add("TackleMove", 0.1f); wkeys[5] = "TackleMove"; cbehaviors[0] = ScriptableObject.CreateInstance("FollowBall") as Cbehavior; weights.Add("FollowBall", 0.1f); wkeys[sbehaviors.Length] = "FollowBall"; cbehaviors[1] = ScriptableObject.CreateInstance("FollowGoal") as Cbehavior; weights.Add("FollowGoal", 0.1f); wkeys[sbehaviors.Length + 1] = "FollowGoal"; cbehaviors[2] = ScriptableObject.CreateInstance("ReturnDefault") as Cbehavior; weights.Add("ReturnDefault", 0.1f); wkeys[sbehaviors.Length + 2] = "ReturnDefault"; cbehaviors[3] = ScriptableObject.CreateInstance("ReturnInit") as Cbehavior; weights.Add("ReturnInit", 0.1f); wkeys[sbehaviors.Length + 3] = "ReturnInit"; cbehaviors[4] = ScriptableObject.CreateInstance("AvoidOpponents") as Cbehavior; weights.Add("AvoidOpponents", 0.1f); wkeys[sbehaviors.Length + 4] = "AvoidOpponents"; cbehaviors[5] = ScriptableObject.CreateInstance("FollowOwner") as Cbehavior; weights.Add("FollowOwner", 0.1f); wkeys[sbehaviors.Length + 5] = "FollowOwner"; cbehaviors[6] = ScriptableObject.CreateInstance("Defend") as Cbehavior; weights.Add("Defend", 0.1f); wkeys[sbehaviors.Length + 6] = "Defend"; cbehaviors[7] = ScriptableObject.CreateInstance("CornerSetup") as Cbehavior; weights.Add("CornerSetup", 0.1f); wkeys[sbehaviors.Length + 7] = "CornerSetup"; ///Inicialización de nodos KICK_OFFER_Node = new ActionNode(KICK_OFFER); CHECK_ATTACK_Node = new ActionNode(CHECK_ATTACK); GO_ORIGIN_Node = new ActionNode(GO_ORIGIN); CONTROLLING_Node = new ActionNode(CONTROLLING); PASSING_Node = new PublicNode(); SHOOTING_Node = new ActionNode(SHOOTING); MOVE_AUTOMATIC_ATTACK_Node = new ActionNode(MOVE_AUTOMATIC_ATTACK); MOVE_AUTOMATIC_DEFFEND_Node = new ActionNode(MOVE_AUTOMATIC_DEFFEND); ONE_STEP_BACK_Node = new ActionNode(ONE_STEP_BACK); STOLE_BALL_Node = new ActionNode(STOLE_BALL); PICK_BALL_Node = new ActionNode(PICK_BALL); CHANGE_DIRECTION_Node = new ActionNode(CHANGE_DIRECTION); CORNER_KICK_Node = new ActionNode(CORNER_KICK); ThrowIn_Node = new ActionNode(ThrowIn); TACKLE_Node = new ActionNode(TACKLE); Medio_Tiempo_Node = new ActionNode(Medio_Tiempo); Celebration_Node = new ActionNode(Celebration); LOOK_FOR_BALL_Node = new ActionNode(LOOK_FOR_BALL); Oclusion_Node = new ActionNode(Oclusion); //Behavior Tree Nodes //############################################################################### FootballMatch = new Inverter(KICK_OFFER_Node); //############################################################################### //public Sequence FootballMatch; Attack = new Sequence(new List <Node> { CHECK_ATTACK_Node, MOVE_AUTOMATIC_ATTACK_Node, //PASSING_Node, SHOOTING_Node, }); Deffend = new Sequence(new List <Node> { MOVE_AUTOMATIC_DEFFEND_Node, TACKLE_Node, STOLE_BALL_Node, }); RootNode = new Selector(new List <Node> { Oclusion_Node, FootballMatch, CORNER_KICK_Node, ThrowIn_Node, Attack, LOOK_FOR_BALL_Node, Deffend, }); TestRoot = new Selector(new List <Node> { FootballMatch, SHOOTING_Node, }); //Bools de control; ControlStates.Add("Kick_Offer", false); Ckeys.Add("Kick_Offer"); ControlStates.Add("Animate", true); Ckeys.Add("Animate"); ControlStates.Add("Passing", false); Ckeys.Add("Passing"); ControlStates.Add("OnArea", false); Ckeys.Add("OnArea"); ControlStates.Add("Tackling", false); Ckeys.Add("Tackling"); ControlStates.Add("StoleBall", false); Ckeys.Add("StoleBall"); ControlStates.Add("Shooting", false); Ckeys.Add("Shooting"); //Tiempos de espera ControlTimes.Add("Thinking", 0f); Tkeys.Add("Thinking"); ControlTimes.Add("Tackle", 0f); Tkeys.Add("Tackle"); ControlTimes.Add("Pass", 0f); Tkeys.Add("Pass"); ControlTimes.Add("Reanimate", 0f); Tkeys.Add("Reanimate"); }