Esempio n. 1
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 protected override bool Run(BehaviorTree behaviorTree, BTEnv env)
 {
     UnityEngine.GameObject gameObject = env.Get <GameObject>(this.GameObject);
     gameObject.SetActive(this.Value);
     return(true);
 }
 protected override bool Run(BehaviorTree behaviorTree, BTEnv env)
 {
     //Unit unit = env.Get<Unit>(Player);
     //env.Add(this.Dir, unit.GameObject.transform.forward);
     return(true);
 }
 protected override bool Run(BehaviorTree behaviorTree, BTEnv env)
 {
     env.Add(Output, new Vector3(X, Y, Z));
     return(true);
 }
 protected override bool Run(BehaviorTree behaviorTree, BTEnv env)
 {
     //Unit unit = env.Get<Unit>(this.UnitKey);
     //unit.SetVisiableByCount(this.Visiable);
     return(true);
 }
 protected override bool Run(BehaviorTree behaviorTree, BTEnv env)
 {
     throw new NotImplementedException();
 }
 protected override bool Run(BehaviorTree behaviorTree, BTEnv env)
 {
     //Unit unit = env.Get<Unit>(UnitKey);
     //env.Add(PosKey, unit.Position);
     return(true);
 }
Esempio n. 7
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 protected override bool Run(BehaviorTree behaviorTree, BTEnv env)
 {
     //Vector3 dest = CameraMotorComponent.Instance.CalDest();
     //env.Add(this.V, dest);
     return(true);
 }
Esempio n. 8
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 protected override bool Run(BehaviorTree behaviorTree, BTEnv env)
 {
     //this.DelayRun(behaviorTree, env);
     return(true);
 }
Esempio n. 9
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 protected override bool Run(BehaviorTree behaviorTree, BTEnv env)
 {
     //DoVibrate(this.Time);
     return(true);
 }
 protected override bool Run(BehaviorTree behaviorTree, BTEnv env)
 {
     //Unit[] units = UnitHelper.GetTeamUnits(IsTeamMate);
     //env.Add(UnitsStr, units);
     return(true);
 }
Esempio n. 11
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 public bool DoRun(BehaviorTree behaviorTree, BTEnv env)
 {
     env.Get <List <long> >(BTEnvKey.NodePath).Add(this.NodeProto.Id);
     return(this.Run(behaviorTree, env));
 }
Esempio n. 12
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 protected override bool Run(BehaviorTree behaviorTree, BTEnv env)
 {
     //env.Add(this.PosKey, FootBallHelper.GetFootBall().GetComponent<PassComponent>().Pos);
     return(true);
 }
 protected override bool Run(BehaviorTree behaviorTree, BTEnv env)
 {
     //Game.EventSystem.Run(EventIdType.SceneUIType, Visible);
     return(true);
 }
Esempio n. 14
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 protected override bool Run(BehaviorTree behaviorTree, BTEnv env)
 {
     //Play();
     return(true);
 }
        private Unit GetUnit(BTEnv env)
        {
            Unit unit = env.Get <Unit>(this.UnitKey);

            return(unit);
        }
Esempio n. 16
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 protected override bool Run(BehaviorTree behaviorTree, BTEnv env)
 {
     //Unit unit = env.Get<Unit>(UnitKey);
     //BuffFactory.Create(unit, BuffConfig);
     return(true);
 }
Esempio n. 17
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 protected override bool Run(BehaviorTree behaviorTree, BTEnv env)
 {
     Log.Debug($"创建UI特效: {this.effect.name}");
     return(true);
 }
Esempio n. 18
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 protected abstract bool Run(BehaviorTree behaviorTree, BTEnv env);
Esempio n. 19
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 protected override bool Run(BehaviorTree behaviorTree, BTEnv env)
 {
     //GameObject mainCamera = CameraMotorComponent.Instance.Camera.gameObject;
     //env.Add(this.CameraKey, mainCamera);
     return(true);
 }
 protected override bool Run(BehaviorTree behaviorTree, BTEnv env)
 {
     //Unit[] units = UnitHelper.GetTeamUnits(!GameStateComponent.Instance.IsMyTeamGold);
     //env.Add(UnitsStr, units);
     return(true);
 }
 protected override bool Run(BehaviorTree behaviorTree, BTEnv env)
 {
     //GameStateComponent game = SceneHelper.Scene.GetComponent<GameStateComponent>();
     //return game.IsFirst;
     return(true);
 }