public override void onAddedToEntity() { // prep IMGUI for use IMGUI.init(Graphics.instance.bitmapFont); _miner = entity.scene.findObjectOfType <BehaviorTreeMiner>(); _utilityMiner = entity.scene.findObjectOfType <UtilityMiner>(); _goapMiner = entity.scene.findObjectOfType <GOAPMiner>(); }
public override void onAddedToEntity() { base.onAddedToEntity(); // setup a Skin and a Table for our UI var skin = Skin.createDefaultSkin(); var table = stage.addElement(new Table()); table.defaults().setPadTop(10).setMinWidth(170).setMinHeight(30); table.setFillParent(true).center(); // add a button for each of the actions/AI types we need table.add(new TextButton("BT: LowerPriority Abort Tree", skin)) .getElement <TextButton>() .onClicked += onClickBtLowerPriority; table.row(); table.add(new TextButton("BT: Self Abort Tree", skin)) .getElement <TextButton>() .onClicked += onClickBtSelfAbort; table.row(); table.add(new TextButton("Utility AI", skin)) .getElement <TextButton>() .onClicked += onClickUtilityAI; table.row(); table.add(new TextButton("GOAP", skin)) .getElement <TextButton>() .onClicked += onClickGoap; table.row().setPadTop(40); table.add(new TextButton("Stop All Running AI", skin)) .getElement <TextButton>() .onClicked += onClickStopAllAi; // fetch our different AI Components _miner = entity.scene.findObjectOfType <BehaviorTreeMiner>(); _utilityMiner = entity.scene.findObjectOfType <UtilityMiner>(); _goapMiner = entity.scene.findObjectOfType <GOAPMiner>(); }