Esempio n. 1
0
        protected override int onUpdate(TBTWorkingData wData)
        {
            TBTActionPrioritizedSelectorContext thisContext = getContext <TBTActionPrioritizedSelectorContext>(wData);
            int runningState = TBTRunningStatus.FINISHED;

            if (thisContext.currentSelectedIndex != thisContext.lastSelectedIndex)
            {
                if (IsIndexValid(thisContext.lastSelectedIndex))
                {
                    TBTAction node = GetChild <TBTAction>(thisContext.lastSelectedIndex);
                    node.Transition(wData);
                }
                thisContext.lastSelectedIndex = thisContext.currentSelectedIndex;
            }
            if (IsIndexValid(thisContext.lastSelectedIndex))
            {
                TBTAction node = GetChild <TBTAction>(thisContext.lastSelectedIndex);
                runningState = node.Update(wData);
                if (TBTRunningStatus.IsFinished(runningState))
                {
                    node.Transition(wData);
                    thisContext.lastSelectedIndex = -1;
                }
            }
            return(runningState);
        }
Esempio n. 2
0
        public int UpdateReqeust(float gameTime, float deltaTime)
        {
            if (_nextRequest != _currentRequest)
            {
                //reset bev tree
                _behaviorTree.Transition(_behaviorWorkingData);
                //assign to current
                _currentRequest = _nextRequest;

                //reposition and add a little offset
                Vector3 targetPos = _currentRequest.nextMovingTarget + TMathUtils.GetDirection2D(_currentRequest.nextMovingTarget, transform.position) * 0.2f;
                Vector3 startPos  = new Vector3(targetPos.x, -1.4f, targetPos.z);
                _targetDummyObject.transform.position = startPos;
                LeanTween.move(_targetDummyObject, targetPos, 1f);
            }
            return(0);
        }
Esempio n. 3
0
        protected override void onTransition(TBTWorkingData wData)
        {
            GuideRoot_01Context thisContext = getContext <GuideRoot_01Context>(wData);
            TBTAction           node        = GetChild <TBTAction>(thisContext.currentSelectedIndex);

            if (node != null)
            {
                node.Transition(wData);
            }
        }
Esempio n. 4
0
        protected override void onTransition(TBTWorkingData wData)
        {
            TBTActionPrioritizedSelectorContext thisContext = getContext <TBTActionPrioritizedSelectorContext>(wData);
            TBTAction node = GetChild <TBTAction>(thisContext.lastSelectedIndex);

            if (node != null)
            {
                node.Transition(wData);
            }
            thisContext.lastSelectedIndex = -1;
        }
Esempio n. 5
0
 private void Update()
 {
     if (_behaviorTree.Evaluate(_behaviorWorkingData))
     {
         _behaviorTree.Update(_behaviorWorkingData);
     }
     else
     {
         _behaviorTree.Transition(_behaviorWorkingData);
     }
 }
Esempio n. 6
0
    //public override void AddBody(bool isStrong = false)
    //{

    //}

    public int UpdateBehavior(float gameTime, float deltaTime)
    {
        _BevWorkingData._GameTime  = gameTime;
        _BevWorkingData._DeltaTime = deltaTime;
        if (_BevTree.Evaluate(_BevWorkingData))
        {
            _BevTree.Update(_BevWorkingData);
        }
        else
        {
            _BevTree.Transition(_BevWorkingData);
        }
        return(0);
    }
Esempio n. 7
0
    // 更新请求
    public int UpdateRequest(float gameTime, float deltaTime)
    {
        AIBehaviorRequest foregroundRequest = m_BehaviorWorkData.request;
        AIBehaviorRequest backgroundRequest = m_DecisionWorkData.request;

        if (backgroundRequest != foregroundRequest)
        {
            //比对决策树和行为树的请求是否一致
            if (foregroundRequest != null)
            {
                GameLog.Log("【UpdateRequest】当前在处理的请求(前端):" + foregroundRequest.ToString());
            }

            if (backgroundRequest != null)
            {
                GameLog.Log("【UpdateRequest】下一个要处理的请求(后端):" + backgroundRequest.ToString());
            }
            //reset bev tree 清理一些状态
            m_BehaviorTree.Transition(m_BehaviorWorkData);
            //assign to current
            m_BehaviorWorkData.request = backgroundRequest;
        }
        return(0);
    }