private void Start() { player = GameObject.FindGameObjectWithTag(Tags.Player).GetComponent <UserSoldier>(); gameManager = GameObject.FindGameObjectWithTag(Tags.GameController).GetComponent <GameManager>(); npc = GetComponent <NPCSoldier>(); npc.Damaged += Damaged; nextRadius = gameManager.nextRadius; SetCoverPos(transform.position); var notInSafeZoneCond = new ConditionNode(IsInSafeZone, false); var haveEnemyCond = new ConditionNode(HaveEnemyInSight, true); var beingShootCond = new ConditionNode(BeingShoot, true); var haveWeaponCond = new ConditionNode(HaveWeapon, true); var seekWeaponCond = new ConditionNode(SeekWeapon, true); var equipAction = new SetEquipmentAction(npc, true); var notEquipAction = new SetEquipmentAction(npc, false); var crouchAction = new SetCrouchAction(npc, true); var notCrouchAction = new SetCrouchAction(npc, false); var toSafeZoneAction = new MoveAction(npc, blackBoard, safeZoneKey); var goCoverAction = new MoveAction(npc, blackBoard, coverPosKey); var FallBackAction = new MoveAction(npc, blackBoard, fallBackPosKey); var goWeaponAction = new MoveAction(npc, blackBoard, weaponPosKey); var pickUpWeaponAction = new PickUpWeaponAction(npc, blackBoard, weaponKey); var shootAction = new ShootAction(npc, blackBoard, enemyPosKey); var turnToShooterAction = new TurnAction(npc, blackBoard, shooterPosKey); var idleAction = new IdleAction(npc); var combat = new SequenceNode(); combat.AddCondition(haveWeaponCond); combat.AddNode(equipAction); combat.AddNode(shootAction); var fallBack = new SequenceNode(); fallBack.AddNode(FallBackAction); haveEnemy = new SelectionNode(); haveEnemy.AddCondition(haveEnemyCond); haveEnemy.AddNode(combat); haveEnemy.AddNode(fallBack); var counter = new SequenceNode(); counter.AddCondition(haveWeaponCond); counter.AddNode(turnToShooterAction); beingShoot = new SelectionNode(); beingShoot.AddCondition(beingShootCond); beingShoot.AddNode(counter); beingShoot.AddNode(fallBack); toSafeZone = new SequenceNode(); toSafeZone.AddCondition(notInSafeZoneCond); toSafeZone.AddNode(notCrouchAction); toSafeZone.AddNode(notEquipAction); toSafeZone.AddNode(toSafeZoneAction); stayInCover = new SequenceNode(); stayInCover.AddCondition(haveWeaponCond); stayInCover.AddNode(goCoverAction); stayInCover.AddNode(crouchAction); stayInCover.AddNode(idleAction); seekWeapon = new SequenceNode(); seekWeapon.AddCondition(seekWeaponCond); seekWeapon.AddNode(goWeaponAction); seekWeapon.AddNode(pickUpWeaponAction); idle = new SelectionNode(); idle.AddNode(stayInCover); idle.AddNode(seekWeapon); root.AddNode(haveEnemy); root.AddNode(beingShoot); root.AddNode(toSafeZone); root.AddNode(idle); }
// Use this for initialization public void Start() { inputData.attribute = GetComponent <CharacterAttribute>(); rootNode.nodeName += "根"; //条件 var hasNoTarget = new PreconditionNOT(() => { return(inputData.attribute.hasTarget); }); hasNoTarget.nodeName = "无目标"; var hasTarget = new Precondition(hasNoTarget); hasTarget.nodeName = "发现目标"; var isAnger = new Precondition(() => { return(inputData.attribute.isAnger); }); isAnger.nodeName = "愤怒状态"; var isNotAnger = new PreconditionNOT(isAnger); isNotAnger.nodeName = "非愤怒状态"; var HPLessThan500 = new Precondition(() => { return(inputData.attribute.health < 500); }); HPLessThan500.nodeName = "血少于500"; var HPMoreThan500 = new PreconditionNOT(HPLessThan500); HPMoreThan500.nodeName = "血大于500"; var isAlert = new Precondition(() => { return(inputData.attribute.isAlert); }); isAlert.nodeName = "警戒"; var isNotAlert = new PreconditionNOT(isAlert); isNotAlert.nodeName = "非警戒"; var patrolNode = new SequenceNode(); patrolNode.nodeName += "巡逻"; patrolNode.AddCondition(hasNoTarget); patrolNode.AddCondition(isNotAlert); patrolNode.AddNode(new PatrolAction()); var alert = new SequenceNode(); alert.nodeName += "警戒"; alert.AddCondition(hasNoTarget); alert.AddCondition(isAlert); alert.AddNode(new AlertAction()); var runaway = new SequenceNode(); runaway.nodeName += "逃跑"; runaway.AddCondition(hasTarget); runaway.AddCondition(HPLessThan500); runaway.AddNode(new RunAwayAction()); var attack = new SelectorNode(); attack.nodeName += "攻击"; attack.AddCondition(hasTarget); attack.AddCondition(HPMoreThan500); var attackCrazy = new SequenceNode(); attackCrazy.nodeName += "疯狂攻击"; attackCrazy.AddCondition(isAnger); attackCrazy.AddNode(new CrazyAttackAction()); attack.AddNode(attackCrazy); var attackNormal = new SequenceNode(); attackNormal.nodeName += "普通攻击"; attackNormal.AddCondition(isNotAnger); attackNormal.AddNode(new AttackAction()); attack.AddNode(attackNormal); rootNode.AddNode(patrolNode); rootNode.AddNode(alert); rootNode.AddNode(runaway); rootNode.AddNode(attack); var ret = rootNode.Enter(inputData); if (!ret) { Debug.Log("无可执行节点!"); } }