コード例 #1
0
 public BehaviorTreeEditorWindow()
 {
     hideFlags         = HideFlags.DontSave;
     _Instance         = this;
     base.titleContent = new GUIContent("BehaviorTree");
     base.position     = new Rect((Screen.width - Size.x) / 2.0f, (Screen.height - Size.y) / 2.0f, Size.x, Size.y);
     base.minSize      = MinSize;
     CreateUI();
 }
コード例 #2
0
        public StateEditor(BehaviorTreeEditorWindow editor)
        {
            this._Editor = editor;

            this.RowDefinitions.Add(20, GridUnitType.Pixel);
            this.RowDefinitions.Add(1, GridUnitType.Star);
            this.ColumnDefinitions.Add(1, GridUnitType.Star);
            this.ColumnDefinitions.Add(90, GridUnitType.Pixel);

            _StateLabel = new Label()
            {
                Row = 0, Column = 0, Text = "States"
            };
            this.Controls.Add(_StateLabel);

            _StateList = new ListBox()
            {
                Row = 1, Column = 0, ColumnSpan = 2
            };
            _StateList.DisableFocusable();
            this.Controls.Add(_StateList);

            _StateToolbar = new UniformGrid()
            {
                Row = 0, Column = 1, Rows = 1, Columns = 3
            };
            this.Controls.Add(_StateToolbar);

            _BtnAddState = new Button()
            {
                Column = 1
            };
            _BtnAddState.Content.tooltip = "add new state";
            _StateToolbar.Controls.Add(_BtnAddState);

            _BtnRemoveState = new Button()
            {
                Column = 2
            };
            _BtnRemoveState.Content.tooltip = "remove selected state";
            _StateToolbar.Controls.Add(_BtnRemoveState);

            _BtnSetAsDefaultState = new Button()
            {
                Column = 0
            };
            _BtnSetAsDefaultState.Content.tooltip = "make selected state as default state";
            _StateToolbar.Controls.Add(_BtnSetAsDefaultState);

            SetButtonsEnable();

            _StateList.SelectionChanged += _StateList_SelectionChanged;
            _BtnAddState.Click          += _BtnAddState_Click;
            _BtnRemoveState.Click       += _BtnRemoveState_Click;
            _BtnSetAsDefaultState.Click += _BtnSetAsDefaultState_Click;
        }
コード例 #3
0
ファイル: BehaviorList.cs プロジェクト: TagsRocks/skill
        public BehaviorList(BehaviorTreeEditorWindow editor)
        {
            this._Editor = editor;
            this.RowDefinitions.Add(20, GridUnitType.Pixel);
            this.RowDefinitions.Add(1, GridUnitType.Star);
            this.ColumnDefinitions.Add(400, GridUnitType.Pixel);
            this.ColumnDefinitions.Add(1, GridUnitType.Star);

            _ListViewToolbarBg = new Box()
            {
                Row = 0, Column = 1
            };
            this.Controls.Add(_ListViewToolbarBg);

            _BehaviorTabs = new Toolbar()
            {
                Row = 0, Column = 0
            };
            this.Controls.Add(_BehaviorTabs);

            _BtnActions = new ToolbarButton();
            _BtnActions.Content.text = "Actions";
            _BehaviorTabs.Items.Add(_BtnActions);

            _BtnConditions = new ToolbarButton();
            _BtnConditions.Content.text = "Conditions";
            _BehaviorTabs.Items.Add(_BtnConditions);

            _BtnDecorators = new ToolbarButton();
            _BtnDecorators.Content.text = "Decorators";
            _BehaviorTabs.Items.Add(_BtnDecorators);

            _BtnComposites = new ToolbarButton();
            _BtnComposites.Content.text = "Composites";
            _BehaviorTabs.Items.Add(_BtnComposites);

            _LbItems = new Framework.UI.ListBox()
            {
                Row = 1, Column = 0, ColumnSpan = 2, BackgroundVisible = true
            };
            _LbItems.DisableFocusable();
            this.Controls.Add(_LbItems);

            _BehaviorTabs.SelectedIndex = 0;

            _BtnActions.Selected    += TabChanged;
            _BtnConditions.Selected += TabChanged;
            _BtnDecorators.Selected += TabChanged;
            _BtnComposites.Selected += TabChanged;

            _LbItems.SelectionChanged += _LbItems_SelectionChanged;
        }
コード例 #4
0
        void OnDestroy()
        {
            if (_States != null)
            {
                _States.DeselectInspector();
            }
            if (_TreeViewEditor != null)
            {
                _TreeViewEditor.DeselectInspector();
            }
            if (_BehaviorList != null)
            {
                _BehaviorList.DeselectInspector();
            }

            _Instance = null;
        }
コード例 #5
0
        public TreeViewEditor(BehaviorTreeEditorWindow editor)
        {
            this._Editor = editor;
            this.RowDefinitions.Add(20, GridUnitType.Pixel);
            this.RowDefinitions.Add(1, GridUnitType.Star);
            this.ColumnDefinitions.Add(70, GridUnitType.Pixel);
            this.ColumnDefinitions.Add(90, GridUnitType.Pixel);
            this.ColumnDefinitions.Add(1, GridUnitType.Star);

            _TreeView = new Skill.Editor.UI.TreeView()
            {
                Row = 1, Column = 0, ColumnSpan = 4
            };
            _TreeView.DisableFocusable();
            _TreeView.Background.Visibility = Visibility.Visible;
            this.Controls.Add(_TreeView);

            _TreeViewMenuBar = new Skill.Editor.UI.MenuBar()
            {
                Row = 0, Column = 0
            };
            this.Controls.Add(_TreeViewMenuBar);

            #region Add menu
            _AddBehaviorMenuItem = new MenuBarItem();
            _TreeViewMenuBar.Controls.Add(_AddBehaviorMenuItem);

            _AddAction = new Skill.Editor.UI.MenuItem("Action")
            {
                UserData = Skill.Framework.AI.BehaviorType.Action
            };
            _AddAction.Click += AddMenuItem_Click;
            _AddBehaviorMenuItem.Add(_AddAction);

            _AddCondition = new Skill.Editor.UI.MenuItem("Condition")
            {
                UserData = Skill.Framework.AI.BehaviorType.Condition
            };
            _AddCondition.Click += AddMenuItem_Click;
            _AddBehaviorMenuItem.Add(_AddCondition);

            _AddDecorator = new Skill.Editor.UI.MenuItem("Decorator");
            _AddBehaviorMenuItem.Add(_AddDecorator);

            _AddDefaultDecorator = new Skill.Editor.UI.MenuItem("Default")
            {
                Tag = "Decorator", UserData = Skill.Framework.AI.DecoratorType.Default
            };
            _AddDefaultDecorator.Click += AddMenuItem_Click;
            _AddDecorator.Add(_AddDefaultDecorator);

            _AddAccessLimitDecorator = new Skill.Editor.UI.MenuItem("AccessLimit")
            {
                Tag = "Decorator", UserData = Skill.Framework.AI.DecoratorType.AccessLimit
            };
            _AddAccessLimitDecorator.Click += AddMenuItem_Click;
            _AddDecorator.Add(_AddAccessLimitDecorator);

            _AddComposite = new Skill.Editor.UI.MenuItem("Composite");
            _AddBehaviorMenuItem.Add(_AddComposite);

            _AddSequenceComposite = new Skill.Editor.UI.MenuItem("Sequence")
            {
                Tag = "Composite", UserData = Skill.Framework.AI.CompositeType.Sequence
            };
            _AddSequenceComposite.Click += AddMenuItem_Click;
            _AddComposite.Add(_AddSequenceComposite);

            _AddPriorityComposite = new Skill.Editor.UI.MenuItem("Priority")
            {
                Tag = "Composite", UserData = Skill.Framework.AI.CompositeType.Priority
            };
            _AddPriorityComposite.Click += AddMenuItem_Click;
            _AddComposite.Add(_AddPriorityComposite);

            _AddConcurrentComposite = new Skill.Editor.UI.MenuItem("Concurrent")
            {
                Tag = "Composite", UserData = Skill.Framework.AI.CompositeType.Concurrent
            };
            _AddConcurrentComposite.Click += AddMenuItem_Click;
            _AddComposite.Add(_AddConcurrentComposite);

            _AddRandomComposite = new Skill.Editor.UI.MenuItem("Random")
            {
                Tag = "Composite", UserData = Skill.Framework.AI.CompositeType.Random
            };
            _AddRandomComposite.Click += AddMenuItem_Click;
            _AddComposite.Add(_AddRandomComposite);

            _AddLoopComposite = new Skill.Editor.UI.MenuItem("Loop")
            {
                Tag = "Composite", UserData = Skill.Framework.AI.CompositeType.Loop
            };
            _AddLoopComposite.Click += AddMenuItem_Click;
            _AddComposite.Add(_AddLoopComposite);

            #endregion

            #region Insert menu
            _InsertBehaviorMenuItem = new Skill.Editor.UI.MenuBarItem();
            _TreeViewMenuBar.Controls.Add(_InsertBehaviorMenuItem);

            _InsertActions = new Skill.Editor.UI.MenuItem("Actions");
            _InsertBehaviorMenuItem.Add(_InsertActions);

            _InsertConditions = new Skill.Editor.UI.MenuItem("Conditions");
            _InsertBehaviorMenuItem.Add(_InsertConditions);

            _InsertDecorators = new Skill.Editor.UI.MenuItem("Decorators");
            _InsertBehaviorMenuItem.Add(_InsertDecorators);

            _InsertComposites = new Skill.Editor.UI.MenuItem("Composites");
            _InsertBehaviorMenuItem.Add(_InsertComposites);

            _InsertChangeStates = new Skill.Editor.UI.MenuItem("ChangeStates");
            _InsertBehaviorMenuItem.Add(_InsertChangeStates);

            #endregion

            _TreeViewToolbarBg = new Box()
            {
                Row = 0, Column = 2
            };
            this.Controls.Add(_TreeViewToolbarBg);

            _TreeViewToolbar = new StackPanel()
            {
                Row = 0, Column = 1, Orientation = Orientation.Horizontal
            };
            this.Controls.Add(_TreeViewToolbar);


            _BtnRemoveBehavior = new Button()
            {
                Width = 30
            };
            _TreeViewToolbar.Controls.Add(_BtnRemoveBehavior);

            _BtnMoveUp = new Button()
            {
                Width = 30
            };
            _TreeViewToolbar.Controls.Add(_BtnMoveUp);

            _BtnMoveDown = new Button()
            {
                Width = 30
            };
            _TreeViewToolbar.Controls.Add(_BtnMoveDown);

            CheckMenuAvailable();
            _TreeView.SelectedItemChanged += _TreeView_SelectedItemChanged;

            _BtnMoveUp.Click         += _BtnMoveUp_Click;
            _BtnMoveDown.Click       += _BtnMoveDown_Click;
            _BtnRemoveBehavior.Click += _BtnRemoveBehavior_Click;
        }