コード例 #1
0
        protected override SelectorNode CreateBehaviour()
        {
            #region Spectral Chain Sequence
            //being section that deals with the attack
            #region Create the sequence for attacking
            //when ere begins to move to the center of the map she does it through this node
            AgentMoveToLocationNode moveToLocation = new AgentMoveToLocationNode(this, m_RoomCenter.position);
            //When ere's animation of her raising the chain happens
            AnimatorNode chainRaiseNode = new AnimatorNode(this, m_AnimatorRef, "IsChainRaising", ref m_SpearRaiseLink);
            //the chain move to player node which will move the chain to the player
            ChainMoveToPlayersNode chainMoveToPlayer = new ChainMoveToPlayersNode(this, SpearTipLocation, m_LineRenderer, ChainTravelTime);
            //this node determines if the chain attack is done
            HasChainReturnedNode hasChainReturned = new HasChainReturnedNode(this);
            AnimatorNode         chainLowerNode   = new AnimatorNode(this, m_AnimatorRef, "IsChainLowering", ref m_SpearLowerLink);
            PlaySoundNode        ChainSoundNode   = new PlaySoundNode(this, "ChainSound");


            //tieing all the nodes into the sequence

            SequenceNode chainAttackSection = new SequenceNode(this, "Spectral Chain Attack", moveToLocation, chainRaiseNode, chainMoveToPlayer, hasChainReturned, chainLowerNode);
            #endregion

            #region Target Selection region
            //determines if to much time has passed away from center of the map
            TimeAwayFromCenterNode timeAwayFromCenter = new TimeAwayFromCenterNode(this, m_RoomCenter.position, CenterMapSafeSpace, MaxWaitTimeAwayFromCenter);
            //determines the player's distance from Inanna
            PlayerToCloseTargetNode playerToCloseToTargetNode = new PlayerToCloseTargetNode(this, m_Inanna.transform, MinimumDistanceToTarget);

            SelectorNode spectralChainAttackSelector = new SelectorNode(this, "Choose Attack Selector Spectral Chain", timeAwayFromCenter, playerToCloseToTargetNode);
            #endregion
            //cooldown node for spectral chain
            CooldownNode spectralChainCooldown = new CooldownNode(this, SpectralChainCooldown);
            //determines if Ere can still use chain attack
            CanUseChainsNode canUseChain = new CanUseChainsNode(this, MaxChainCyclesPerCycle);


            SequenceNode specrtalChainSequence = new SequenceNode(this, "Spectral Chain Sequence", spectralChainCooldown, canUseChain, spectralChainAttackSelector, ChainSoundNode, chainAttackSection);
            #endregion

            #region Ereshkigal Attack Sequence

            #region Target Selector
            #region Protecting Inanna Sequence
            //puts points into anyone to far away from Ere
            TargetingDistanceFromLocationGreaterThenNode distanceFromEre = new TargetingDistanceFromLocationGreaterThenNode(this, transform, EreshkigalSafeSpace, 1);
            //puts points into anyone to close to Anna
            TargetingDistanceFromLocationNode distanceFromAnna = new TargetingDistanceFromLocationNode(this, m_Inanna.transform, MinimumDistanceToTarget, 2);
            CalculateTargetNode calcTarget = new CalculateTargetNode(this);
            SequenceNode        protectingInannaSequence = new SequenceNode(this, "Protecting Inanna Sequence", distanceFromEre, distanceFromAnna, calcTarget);
            #endregion

            TargetFollowUp   followup         = new TargetFollowUp(this);
            TargetSwitchNode switchTargetNode = new TargetSwitchNode(this);

            SelectorNode targetingSelector = new SelectorNode(this, "Taregting Selector", protectingInannaSequence, followup, switchTargetNode);
            #endregion

            #region Lunge Attack
            CooldownNode           lungeCooldown  = new CooldownNode(this, LungeCooldown);
            ToggleNavMeshAgentNode toggleAgentOff = new ToggleNavMeshAgentNode(this);
            //the crouch before the big jump animator node
            AnimatorNode preJump = new AnimatorNode(this, m_AnimatorRef, "IsPreJumping", ref m_PreJumpLink);
            //lerp and animation which will run in tandum
            LerpNode       jumpLerp            = new LerpNode(this, Vector3.up, 1.0f, JumpHeight, JumpSpeed);
            AnimatorNode   fulljump            = new AnimatorNode(this, m_AnimatorRef, "IsFullJumping", ref m_JumpLink);
            RunUntilSuceed runJumpAndAnimation = new RunUntilSuceed(this, "Run Animation and Jump", fulljump, jumpLerp);
            PlaySoundNode  LungeSoundNode      = new PlaySoundNode(this, "HeavyAttack2");
            PlaySoundNode  JumpSoundNode       = new PlaySoundNode(this, "WingFlap");
            PlaySoundNode  ScreamSoundNode     = new PlaySoundNode(this, "EreshkigalScream");



            AnimatorNode            jumpIdle         = new AnimatorNode(this, m_AnimatorRef, "IsJumpIdle", ref m_JumpIdleLink);
            LookAtTargetNode        lookAtTarget     = new LookAtTargetNode(this);
            ToggleMeleeColliderNode toggleLungeOn    = new ToggleMeleeColliderNode(this, SpearCollider, LungeDamage);
            AnimatorNode            diveAnimation    = new AnimatorNode(this, m_AnimatorRef, "IsDiving", ref m_DiveLink);
            LerpToTargetNode        diveLerp         = new LerpToTargetNode(this, DiveTime, JumpHeight, DiveSpeed);
            RunUntilSuceed          diveAtPlayer     = new RunUntilSuceed(this, "Run Dive and Animation", diveAnimation, diveLerp);
            ToggleMeleeColliderNode toggleLungeOff   = new ToggleMeleeColliderNode(this, SpearCollider, 0);
            ToggleNavMeshAgentNode  toggleAgentOn    = new ToggleNavMeshAgentNode(this);
            AnimatorNode            diveRecoveryNode = new AnimatorNode(this, m_AnimatorRef, "IsInDiveRecovery", ref m_DiveRecoverLink);

            SequenceNode lungeAttackSequence = new SequenceNode(this, "Lunge Attack Sequence",
                                                                lungeCooldown,
                                                                toggleAgentOff,
                                                                preJump,
                                                                runJumpAndAnimation,
                                                                JumpSoundNode,
                                                                jumpIdle,
                                                                toggleLungeOn,
                                                                lookAtTarget,
                                                                ScreamSoundNode,
                                                                diveAtPlayer,
                                                                JumpSoundNode,
                                                                toggleLungeOff,
                                                                toggleAgentOn,
                                                                diveRecoveryNode);
            #endregion

            #region Spear Toss Attack
            CooldownNode        spearTossCooldown          = new CooldownNode(this, SpearThrowCooldown);
            AnimatorNode        spearThrowAnimator         = new AnimatorNode(this, m_AnimatorRef, "IsSpearBeingThrow", ref m_SpearThrowLink);
            ShootProjectileNode spearProjectileShoot       = new ShootProjectileNode(this, SpearThrowDamage, SpearProjectilePrefab, SpearThrowLocation.gameObject, "SpearProjectile", 2);
            AnimatorNode        spearThrowRecoveryAnimator = new AnimatorNode(this, m_AnimatorRef, "IsInSpearRecovery", ref m_SpearThrowRecoveryLink);

            SequenceNode spearTossSequence = new SequenceNode(this, "Spear Toss Sequence", spearTossCooldown, spearThrowAnimator, spearProjectileShoot, LungeSoundNode, spearThrowRecoveryAnimator);
            #endregion

            #region Basic Attack Selector

            #region 360 Attack
            CheckDistanceToTargetNode attack360DistanceCheck = new CheckDistanceToTargetNode(this, Agent.stoppingDistance);
            AnimatorNode            buildUp360           = new AnimatorNode(this, m_AnimatorRef, "IsIn360BuildUp", ref m_360BuildUpLink);
            ToggleMeleeColliderNode toggleOn360Collider  = new ToggleMeleeColliderNode(this, SpearCollider, SpearAttack360Damage);
            AnimatorNode            swing360             = new AnimatorNode(this, m_AnimatorRef, "IsIn360Swing", ref m_360SwingLink);
            ToggleMeleeColliderNode toggleOff360Collider = new ToggleMeleeColliderNode(this, SpearCollider, 0);
            AnimatorNode            recovery360          = new AnimatorNode(this, m_AnimatorRef, "IsIn360Recovery", ref m_360RecoveryLink);

            SequenceNode sequence360Attack = new SequenceNode(this, "360 Attack Sequence", attack360DistanceCheck, buildUp360, toggleOn360Collider, swing360, LungeSoundNode, toggleOff360Collider, recovery360);
            #endregion

            #region Upper Stab
            PlaySoundNode             MedThrustSound           = new PlaySoundNode(this, "MedAttack3");
            CheckDistanceToTargetNode attackUpperStab          = new CheckDistanceToTargetNode(this, Agent.stoppingDistance);
            AnimatorNode            buildUpUpperStab           = new AnimatorNode(this, m_AnimatorRef, "IsInUpperStabBuildUp", ref m_UpperStabBuildUpLink);
            ToggleMeleeColliderNode toggleOnUpperStabCollider  = new ToggleMeleeColliderNode(this, SpearCollider, SpearAttackUpperStabDamage);
            AnimatorNode            swingUpperStab             = new AnimatorNode(this, m_AnimatorRef, "IsInUpperStabSwing", ref m_UpperStabSwingLink);
            ToggleMeleeColliderNode toggleOffUpperStabCollider = new ToggleMeleeColliderNode(this, SpearCollider, 0);
            AnimatorNode            recoveryUpperStab          = new AnimatorNode(this, m_AnimatorRef, "IsInUpperStabRecovery", ref m_UpperStabRecoveryLink);

            SequenceNode sequenceUpperStabAttack = new SequenceNode(this, "Upper Stab Sequence", attackUpperStab, buildUpUpperStab, toggleOnUpperStabCollider, swingUpperStab, MedThrustSound, toggleOffUpperStabCollider, recoveryUpperStab);
            #endregion

            #region Jab
            PlaySoundNode             PlayLightThrustSound   = new PlaySoundNode(this, "LightAttack2");
            CheckDistanceToTargetNode attackJabDistanceCheck = new CheckDistanceToTargetNode(this, Agent.stoppingDistance);
            AnimatorNode            buildUpJab           = new AnimatorNode(this, m_AnimatorRef, "IsInJabBuildUp", ref m_JabBuildUpLink);
            ToggleMeleeColliderNode toggleOnJabCollider  = new ToggleMeleeColliderNode(this, SpearCollider, SpearAttackJabDamage);
            AnimatorNode            swingJab             = new AnimatorNode(this, m_AnimatorRef, "IsInJabSwing", ref m_JabSwingLink);
            ToggleMeleeColliderNode toggleOffJabCollider = new ToggleMeleeColliderNode(this, SpearCollider, 0);
            AnimatorNode            recoveryJab          = new AnimatorNode(this, m_AnimatorRef, "IsInJabRecovery", ref m_JabRecoveryLink);

            SequenceNode sequenceJabAttack = new SequenceNode(this, "Jab Attack Sequence", attackJabDistanceCheck, buildUpJab, toggleOnJabCollider, swingJab, PlayLightThrustSound, toggleOffJabCollider, recoveryJab);
            #endregion

            ChooseRandomChildNode randomBasicAttackSelector = new ChooseRandomChildNode(this, "Basic Attack Selector, Random", sequence360Attack, sequenceJabAttack, sequenceUpperStabAttack);
            #endregion

            ApproachNode approachTargetPlayer     = new ApproachNode(this);
            SelectorNode chooseAttackSelector     = new SelectorNode(this, "Attack Choosing Selector", lungeAttackSequence, spearTossSequence, randomBasicAttackSelector, approachTargetPlayer);
            SequenceNode ereshkigalAttackSequence = new SequenceNode(this, "Ereshkigal Basic Attack Sequence", targetingSelector, chooseAttackSelector);
            #endregion

            SelectorNode utilitySelector = new SelectorNode(this, "UtilitySelector", specrtalChainSequence, ereshkigalAttackSequence);

            return(utilitySelector);
        }
コード例 #2
0
        protected override SelectorNode CreateBehaviour()
        {
            //Create the reposition nodes
            SafetyCheckNode safetyCheckNode = new SafetyCheckNode(this);

            DelegateNode.Delegate invincibleFunc        = SetInvincible;
            DelegateNode          setInvincibleTrueNode = new DelegateNode(this, invincibleFunc, true);

            AnimatorNode jumpAnimationNode = new AnimatorNode(this, m_AnimatorRef, "IsInannaJumping", ref m_JumpLink);

            LerpNode lerpUpwardsNode = new LerpNode(this, Vector3.up, JumpToMaxTime, JumpHeight, JumpSpeed);

            //Grab all tower points in the map
            GameObject[] towerPointGameObjects = GameObject.FindGameObjectsWithTag("TowerPoint");
            Transform[]  towerPointTransforms  = new Transform[towerPointGameObjects.Length];

            for (int i = 0; i < towerPointTransforms.Length; i++)
            {
                towerPointTransforms[i] = towerPointGameObjects[i].transform;
            }

            InannaMoveTowerNode moveTowerNode          = new InannaMoveTowerNode(this, towerPointTransforms);
            LerpNode            lerpDownwardsNode      = new LerpNode(this, Vector3.down, JumpToMaxTime, JumpHeight, JumpSpeed);
            AnimatorNode        landAnimationNode      = new AnimatorNode(this, m_AnimatorRef, "IsInannaLanding", ref m_LandingLink);
            PlaySoundNode       InnanaJumpSoundNode    = new PlaySoundNode(this, "WingFlap");
            DelegateNode        setInvincibleFalseNode = new DelegateNode(this, invincibleFunc, false);

            //Create reposition sequence

            SequenceNode repositionSequence = new SequenceNode(this, "RepositionSequence", safetyCheckNode, setInvincibleTrueNode, jumpAnimationNode, InnanaJumpSoundNode, lerpUpwardsNode, moveTowerNode, lerpDownwardsNode, InnanaJumpSoundNode, landAnimationNode, setInvincibleFalseNode);

            //Create arrow rain nodes
            PlaySoundNode             ArrowRainSound        = new PlaySoundNode(this, "ArrowRain", 8.0f);
            RainOfArrowsCooldownNode  arrowRainCooldownNode = new RainOfArrowsCooldownNode(this, RainOfArrowsCooldown, RainOfArrowsDiameter);
            RainOfArrowsTargetingNode arrowRainTargetNode   = new RainOfArrowsTargetingNode(this, RainOfArrowsDiameter);
            AnimatorNode           arrowRainAnimationNode   = new AnimatorNode(this, m_AnimatorRef, "IsFiringRainOfArrows", ref m_ArrowRainShotLink);
            RainOfArrowsAttackNode arrowRainAttackNode      = new RainOfArrowsAttackNode(this, m_CircularAOEPrefab.GetComponent <CircularAOE>(), RainOfArrowsWaitTime);

            //Create arrow rain sequence
            SequenceNode arrowRainSequence = new SequenceNode(this, "RainOfArrowsSequence", arrowRainCooldownNode, arrowRainTargetNode, arrowRainAnimationNode, arrowRainAttackNode, ArrowRainSound);

            //Create snipe shot nodes
            PlaySoundNode   HeavyShotSound     = new PlaySoundNode(this, "HeavyShot");
            SnipeDelayNode  snipeDelayNode     = new SnipeDelayNode(this, m_Ereshkigal.transform, m_LineRenderer, m_Ereshkigal.EreshkigalSafeSpace, HitScanBuildUp);
            AnimatorNode    snipeAnimationNode = new AnimatorNode(this, m_AnimatorRef, "IsSniping", ref m_SnipeShotLink);
            HitScanShotNode hitScanShotNode    = new HitScanShotNode(this, ShootLocation.transform, m_HitScanShot, HitscanShotDamage, HitScanShotDelay);

            //Create snipe sequence
            SequenceNode snipeSequence = new SequenceNode(this, "SnipeSequence", snipeDelayNode, snipeAnimationNode, hitScanShotNode, HeavyShotSound);

            //Create arrow shot targeting nodes
            TargetingDistanceFromLocationGreaterThenNode targetingDistanceNode = new TargetingDistanceFromLocationGreaterThenNode(this, m_Ereshkigal.transform, m_Ereshkigal.EreshkigalSafeSpace * 0.5f, 2);
            TargetingLowHealthNode     targetingLowestHPNode      = new TargetingLowHealthNode(this, 2);
            TargetingHighestDamageNode targetingHighestDamageNode = new TargetingHighestDamageNode(this, 1);
            TargetingSightNode         targetingSightNode         = new TargetingSightNode(this, 1, true);
            CalculateTargetNode        calculateTargetNode        = new CalculateTargetNode(this);

            //Create arrow shot targeting sequence
            SequenceNode targetingSequence = new SequenceNode(this, "ArrowTargetingSequence", targetingDistanceNode, targetingLowestHPNode, targetingHighestDamageNode, targetingSightNode, calculateTargetNode);

            //Create other arrow shot nodes
            PlaySoundNode       ArrowShotSoundNode      = new PlaySoundNode(this, "ArrowFire");
            CooldownNode        arrowShotCooldownNode   = new CooldownNode(this, ArrowShotRate);
            AnimatorNode        arrowShotAnimationNode  = new AnimatorNode(this, m_AnimatorRef, "IsFiringArrowShot", ref m_RegularShotLink);
            ShootProjectileNode arrowShotProjectileNode = new ShootProjectileNode(this, ArrowShotDamage, ArrowProjectilePrefab, ShootLocation, "InannaArrowPool", 5);

            //Create arrow shot sequence
            SequenceNode arrowShotSequence = new SequenceNode(this, "ArrowShotSequence", targetingSequence, arrowShotCooldownNode, arrowShotAnimationNode, ArrowShotSoundNode, arrowShotProjectileNode);

            //Create utility selector
            SelectorNode utilitySelector = new SelectorNode(this, "InannaUtilitySelector", repositionSequence, arrowRainSequence, snipeSequence, arrowShotSequence);

            return(utilitySelector);
        }