コード例 #1
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ファイル: SmartChair.cs プロジェクト: fgeraci/CS195-Core
 public Node Stand(SmartCharacter user)
 {
     return new Sequence(
         user.Node_Require(StateName.RoleActor, ~StateName.IsStanding, ~StateName.IsIncapacitated),
         user.Node_Require(this.Id, RelationName.IsSittingOn),
         this.Node_Require(StateName.RoleChair, StateName.IsOccupied),
         new LeafInvoke(() => user.Character.StandUp()),
         new LeafWait(1000),
         user.Node_Set(StateName.IsStanding),
         user.Node_Set(this.Id, ~RelationName.IsSittingOn),
         this.Node_Set(~StateName.IsOccupied));
 }
コード例 #2
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ファイル: SmartTable.cs プロジェクト: fgeraci/CS195-Core
 protected Node FillOutForm(SmartCharacter user)
 {
     Vector3 oldPosition = new Vector3();
     return new Sequence(
         user.Node_Require(StateName.RoleActor, StateName.IsStanding, ~StateName.IsIncapacitated, ~StateName.RightHandOccupied),
         this.Node_Require(StateName.RoleTable, ~StateName.HoldingBall, ~StateName.HoldingWallet),
         new LeafInvoke(() => oldPosition = user.transform.position),
         new Race(
             new Sequence(
                 new LeafWait(15000),
                 new LeafInvoke(() => RunStatus.Failure)),
             user.ST_StandAtWaypoint(this.StandPoint)),
         user.Node_NudgeTo(Val.V(() => this.StandPoint.position)),
         new LeafInvoke(() => user.transform.rotation = this.StandPoint.rotation),
         new LeafInvoke(() => user.HoldPropRightHand.Attach(user.HoldPropHidden.Release())),
         new LeafInvoke(() => user.GetRightProp().FadeIn()),
         user.Node_StartInteraction(FullBodyBipedEffector.RightHand, this.PropPickup),
         user.Node_WaitForTrigger(FullBodyBipedEffector.RightHand),
         new LeafInvoke(() => this.PropHolder.Attach(user.HoldPropRightHand.Release())),
         user.Node_StopInteraction(FullBodyBipedEffector.RightHand),
         user.Behavior.ST_PlayHandGesture("writing", 6000),
         user.Node_StartInteraction(FullBodyBipedEffector.RightHand, this.PropPickup),
         user.Node_WaitForTrigger(FullBodyBipedEffector.RightHand),
         new LeafInvoke(() => user.HoldPropRightHand.Attach(this.PropHolder.Release())),
         user.Node_StopInteraction(FullBodyBipedEffector.RightHand),
         new LeafWait(500),
         new LeafInvoke(() => user.GetRightProp().FadeOut()),
         new LeafWait(500),
         new LeafInvoke(() => user.HoldPropHidden.Attach(user.HoldPropRightHand.Release())),
         user.Node_GoTo(Val.V(() => oldPosition)));
 }
コード例 #3
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    protected Node GetDrink(SmartCharacter user)
    {
        return new Sequence(
            user.Node_Require(StateName.RoleActor, StateName.IsStanding, ~StateName.RightHandOccupied, ~StateName.IsIncapacitated),
            this.Node_Require(StateName.RoleDispenser),
            user.Node_GoTo(this.StandPoint.position),
            user.Node_OrientTowards(this.DrinkButton.transform.position),
            new DecoratorCatch(
                () => //if terminates, make sure the right hand interaction and headlook is stopped
                {
                    user.Character.StopInteraction(FullBodyBipedEffector.RightHand);
                    user.Character.HeadLookStop();
                },
                new Sequence(
                    user.Node_StartInteraction(FullBodyBipedEffector.RightHand, this.DrinkButton),
                    user.Node_WaitForTrigger(FullBodyBipedEffector.RightHand),
                    new SequenceParallel(
                        //user.Node_HeadLook(this.DrinkPickup.transform.position),
                        user.Node_OrientTowards(this.DrinkPickup.transform.position)),
                    user.Node_StopInteraction(FullBodyBipedEffector.RightHand),
                    new LeafWait(1000),
                    new LeafInvoke(() => GenerateDrink()),
                    new LeafWait(500))),
            user.ST_Pickup(DrinkHolder, DrinkPickup),
            user.Node_Set(StateName.HoldingDrink, StateName.RightHandOccupied),
            user.Node_GoTo(this.LeavePoint.position));

    }
コード例 #4
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ファイル: SmartTrashcan.cs プロジェクト: fgeraci/CS195-Core
    protected Node DropDrink(SmartCharacter user)
    {
        Prop toDestroy = null;

        return new Sequence(
            this.Node_Require(StateName.RoleTrashcan),
            user.Node_Require(StateName.RoleActor, StateName.IsStanding, StateName.HoldingDrink, StateName.RightHandOccupied),
            new LeafInvoke(() => toDestroy = user.HoldPropRightHand.CurrentProp),
            user.ST_StandAtWaypoint(this.StandPoint),
            user.ST_DropAndDestroy(DropTrash),
            user.Node_Set(~StateName.HoldingDrink, ~StateName.RightHandOccupied));            
    }
コード例 #5
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ファイル: SmartTelevision.cs プロジェクト: fgeraci/CS195-Core
 /// <summary>
 /// Subtree for the user switching the lamp on/off.
 /// </summary>
 /// <param name="switchTo">THe desired state of StateName.IsTurnedOn after executing the tree.</param>
 private Node ST_Switch(SmartCharacter user, StateName switchTo)
 {
     return new Sequence(
         user.Node_Require(StateName.RoleActor, StateName.IsStanding),
         this.Node_Require(StateName.RoleTelevision, ~switchTo),
         user.Node_GoTo(turnOnOffStandPoint.position),
         user.Node_OrientTowards(onOffSwitch.transform.position),
         user.Node_StartInteraction(FullBodyBipedEffector.LeftHand, onOffSwitch),
         user.Node_WaitForTrigger(FullBodyBipedEffector.LeftHand),
         user.Node_StopInteraction(FullBodyBipedEffector.LeftHand),
         this.Node_Set(switchTo)
         );
 }
コード例 #6
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ファイル: SmartLamp.cs プロジェクト: fgeraci/CS195-Core
 /// <summary>
 /// Subtree for the user switching the lamp on/off.
 /// </summary>
 /// <param name="switchTo">THe desired state of StateName.IsTurnedOn after executing the tree.</param>
 private Node ST_Switch(SmartCharacter user, StateName switchTo)
 {
     return new Sequence(
         user.Node_Require(StateName.RoleActor, StateName.IsStanding),
         this.Node_Require(StateName.RoleLamp, ~switchTo),
         user.Node_GoTo(standPoint.position),
         user.Node_OrientTowards(lightSwitch.transform.position),
         user.Node_StartInteraction(FullBodyBipedEffector.RightHand, lightSwitch.interactionObject),
         user.Node_WaitForFinish(FullBodyBipedEffector.RightHand),
         user.Node_StopInteraction(FullBodyBipedEffector.RightHand),
         new LeafInvoke(() => lightSwitch.Set(switchTo > 0)),
         this.Node_Set(switchTo)
         );
 }
コード例 #7
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ファイル: SmartChair.cs プロジェクト: fgeraci/CS195-Core
 public Node Sit(SmartCharacter user)
 {
     return new Sequence(
         user.Node_Require(StateName.RoleActor, StateName.IsStanding, ~StateName.IsIncapacitated),
         this.Node_Require(StateName.RoleChair, ~StateName.IsOccupied),
         this.Node_Set(StateName.IsOccupied),
         new Race(
             new Sequence(
                 new LeafWait(15000),
                 new LeafInvoke(() => RunStatus.Failure)),
             user.ST_StandAtWaypoint(this.standPoint)),
         user.Node_NudgeTo(Val.V(() => this.standPoint.position)),
         new LeafInvoke(() => user.transform.rotation = this.standPoint.rotation),
         user.Node_Set(~StateName.IsStanding),
         user.Node_Set(this.Id, RelationName.IsSittingOn),
         new LeafInvoke(() => user.Character.SitDown()),
         new LeafWait(1000),
         new LeafInvoke(() => user.Character.NavOrientBehavior(OrientationBehavior.LookForward)));
 }
コード例 #8
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ファイル: SmartTable.cs プロジェクト: fgeraci/CS195-Core
 protected Node ST_Take(SmartCharacter user, StateName holdingState, Node afterTake)
 {
     return new Sequence(
         user.Node_Require(StateName.RoleActor, StateName.IsStanding, ~StateName.HoldingBall, ~StateName.HoldingWallet, ~StateName.IsIncapacitated),
         this.Node_Require(StateName.RoleTable, holdingState),
         user.Node_GoTo(this.StandPoint.position),
         new SequenceParallel(
             user.Node_HeadLook(this.PropPickup.transform.position),
             user.Node_OrientTowards(this.PropPickup.transform.position)),
         new DecoratorCatch(
             () => { user.Character.StopInteraction(FullBodyBipedEffector.RightHand); user.Character.HeadLookStop(); },
             new Sequence(
                user.Node_StartInteraction(FullBodyBipedEffector.RightHand, this.PropPickup),
                user.Node_WaitForTrigger(FullBodyBipedEffector.RightHand),
                new LeafInvoke(() => user.HoldPropRightHand.Attach(this.PropHolder.Release())),
                user.Node_HeadLookStop())),
         this.Node_Set(~holdingState),
         afterTake,
         user.Node_Set(holdingState),
         user.Node_StartInteraction(FullBodyBipedEffector.RightHand, user.InteractionHoldRight),
         user.Node_WaitForTrigger(FullBodyBipedEffector.RightHand),
         new LeafWait(300));
 }
コード例 #9
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 protected Node CustomerPutMoney(SmartCharacter user)
 {
     return new Sequence(
         this.Node_Require(StateName.RoleTeller),
         user.Node_Require(StateName.RoleActor, StateName.IsStanding, ~StateName.RightHandOccupied, ~StateName.IsIncapacitated, StateName.HoldingWallet),
         user.ST_TakeWalletFromPocket(),
         user.ST_Put(HoldPropIntermediate, InteractionIntermediateCustomer),
         user.Node_Set(~StateName.HoldingWallet),
         this.Node_Set(StateName.HoldingWallet));
 }
コード例 #10
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 protected Node TellerPutMoney(SmartCharacter user)
 {
     return new Sequence(
         this.Node_Require(StateName.RoleTeller, StateName.HoldingWallet),
         user.Node_Require(StateName.RoleTeller, StateName.IsStanding, ~StateName.RightHandOccupied, ~StateName.IsIncapacitated),
         this.Node_Require(user.Id, RelationName.IsAdjacentTo),
         user.Node_GoTo(TellerStandPoint.position),
         user.Node_OrientTowards(CustomerStandPoint.position),
         user.ST_Pickup(HoldPropIntermediate, InteractionIntermediateTeller),
         user.ST_Put(HoldPropStorage, InteractionStorage),
         this.Node_Set(~StateName.HoldingWallet));
 }
コード例 #11
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ファイル: SmartContainer.cs プロジェクト: fgeraci/CS195-Core
 protected Node ST_Drop(SmartCharacter user, StateName holdingState, PropHolder holder)
 {
     return new Sequence(
         user.Node_Require(StateName.RoleActor, holdingState, StateName.IsStanding),
         this.Node_Require(StateName.RoleContainer, ~StateName.IsOccupied),
         new LeafInvoke(() => this.Holder.Attach(holder.Release())),
         this.Node_Set(holdingState, StateName.IsOccupied),
         user.Node_Set(~holdingState));
 }
コード例 #12
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ファイル: SmartCharacter.cs プロジェクト: fgeraci/CS195-Core
 /// <summary>
 /// Subtree for Give. Here holdingState should be the StateName corresponding
 /// to the state for holding the object exchanged, e.g. HoldingWallet, HoldingBall.
 /// beforeGive and afterGive can be used to specify actions to be done both before the give starts
 /// (but after they have met and oriented towards each other) and to be done after the give ends.
 /// </summary>
 protected Node ST_Give(SmartCharacter user, StateName holdingState, Node beforeGive, Node afterGive)
 {
     return new Sequence(
         user.Node_Require(StateName.RoleActor, StateName.IsStanding, holdingState, ~StateName.IsIncapacitated),
         this.Node_Require(StateName.RoleActor, StateName.IsStanding, ~holdingState, ~StateName.IsIncapacitated),
         new SequenceParallel(
             user.Node_GoToUpToRadius(new Val<Vector3>(this.transform.position), 1.0f),
             this.Node_OrientTowards(new Val<Vector3>(user.transform.position)),
         user.Node_OrientTowards(new Val<Vector3>(this.transform.position))),
         beforeGive,
         new SequenceParallel(
             user.Node_StartInteraction(FullBodyBipedEffector.RightHand, this.InteractionGive),
             new Sequence(
                 new LeafWait(1000),
                 this.Node_StartInteraction(FullBodyBipedEffector.RightHand, this.InteractionTake)),
             user.Node_WaitForTrigger(FullBodyBipedEffector.RightHand),
             this.Node_WaitForTrigger(FullBodyBipedEffector.RightHand)),
         new LeafInvoke(() => this.HoldPropRightHand.Attach(user.HoldPropRightHand.Release())),
         user.Node_Set(~holdingState),
         afterGive,
         this.Node_Set(holdingState),
         new SequenceParallel(
             user.Node_StopInteraction(FullBodyBipedEffector.RightHand),
             this.Node_StartInteraction(FullBodyBipedEffector.RightHand, this.InteractionHoldRight)));
 }
コード例 #13
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ファイル: SmartCharacter.cs プロジェクト: fgeraci/CS195-Core
 protected Node GiveKey(SmartCharacter user)
 {
     return new Sequence(
         user.Node_Require(StateName.RoleActor, StateName.HasKeys, StateName.IsStanding,
             ~StateName.IsIncapacitated),
         this.Node_Require(StateName.RoleActor, ~StateName.HasKeys, StateName.IsStanding,
             ~StateName.IsIncapacitated),
         user.Node_Icon("key"),
         new LeafWait(2000),
         user.Node_Icon(null),
         this.Node_Icon("key"),
         new LeafWait(2000),
         this.Node_Icon(null),
         user.Node_Set(~StateName.HasKeys),
         this.Node_Set(StateName.HasKeys));
 }
コード例 #14
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ファイル: SmartCharacter.cs プロジェクト: fgeraci/CS195-Core
 protected Node Incapacitate(SmartCharacter user)
 {
     return new Sequence(
         user.Node_Require(StateName.RoleActor, StateName.IsStanding, 
             ~StateName.HoldingBall, ~StateName.HoldingDrink, ~StateName.IsIncapacitated),
         this.Node_Require(StateName.RoleActor, StateName.IsStanding, ~StateName.IsDead),
         new LeafAssert(() => user != this), // Not reflexive
         user.Node_GoToUpToRadius(new Val<Vector3>(this.transform.position), 1.0f),
         new LeafInvoke(() => this.DecorationStars.gameObject.SetActive(true)),
         this.Node_Set(StateName.IsIncapacitated)
     );
 }
コード例 #15
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ファイル: SmartCharacter.cs プロジェクト: fgeraci/CS195-Core
 protected Node TalkAngrily(SmartCharacter user)
 {
     return new Sequence(
         user.Node_Require(StateName.RoleActor, StateName.IsStanding, ~StateName.IsIncapacitated),
         this.Node_Require(StateName.RoleActor, StateName.IsStanding, ~StateName.IsIncapacitated),
         new LeafAssert(() => user != this), // Not reflexive
         this.ST_Talk(user),
         new SequenceParallel(
             this.Node_Icon("sad"),
             user.Node_Icon("sad")),
         new LeafWait(1500),
         new SequenceParallel(
             this.Node_Icon(null),
             user.Node_Icon(null))
     );
 }
コード例 #16
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ファイル: SmartCharacter.cs プロジェクト: fgeraci/CS195-Core
 protected Node Talk(SmartCharacter user)
 {
     return new Sequence(
         user.Node_Require(StateName.RoleActor, StateName.IsStanding, ~StateName.IsIncapacitated),
         this.Node_Require(StateName.RoleActor, StateName.IsStanding, ~StateName.IsIncapacitated),
         new LeafAssert(() => user != this), // Not reflexive
         this.ST_Talk(user)
     );
 }
コード例 #17
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ファイル: SmartContainer.cs プロジェクト: fgeraci/CS195-Core
 protected Node ST_DropRightHand(SmartCharacter user, StateName holdingState)
 {
     return new Sequence(
         user.Node_Require(StateName.RoleActor, StateName.RightHandOccupied, holdingState, StateName.IsStanding),
         this.Node_Require(StateName.RoleContainer, ~StateName.IsOccupied),
         new LeafInvoke(() => this.transform.position = user.transform.position),
         new LeafInvoke(() => this.Holder.Attach(user.HoldPropRightHand.Release())),
         this.Node_Set(holdingState, StateName.IsOccupied),
         user.Node_Set(~holdingState, ~StateName.RightHandOccupied));
 }
コード例 #18
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ファイル: SmartWaypoint.cs プロジェクト: fgeraci/CS195-Core
 public Node Approach(SmartCharacter user)
 {
     return new Sequence(
         user.Node_Require(StateName.RoleActor, StateName.IsStanding),
         user.Node_GoTo(target.position));
 }
コード例 #19
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ファイル: SmartContainer.cs プロジェクト: fgeraci/CS195-Core
 protected Node ST_PickupLeftHand(SmartCharacter user, StateName holdingState)
 {
     return new Sequence(
         user.Node_Require(StateName.RoleActor, ~StateName.LeftHandOccupied, StateName.IsStanding),
         this.Node_Require(StateName.RoleContainer, holdingState, StateName.IsOccupied),
         user.Node_GoToUpToRadius(Val.V(() => 
             this.ContainedProp.transform.position + 0.15f * user.transform.right), 0.1f),
         user.Behavior.Node_BodyAnimation("pickupleft", true),
         new LeafWait(500),
         new LeafInvoke(() => user.HoldPropLeftHand.Attach(this.Holder.Release())),
         this.Node_Set(~holdingState, ~StateName.IsOccupied),
         user.Node_Set(holdingState, StateName.LeftHandOccupied),
         new LeafWait(500));
 }