コード例 #1
0
ファイル: generated_behaviors.cs プロジェクト: chengxu-yh/ET
        public static bool build_behavior_tree(BehaviorTree bt)
        {
            bt.SetClassNameString("BehaviorTree");
            bt.SetId(-1);
            bt.SetName("Skill/NormalAttack");
            bt.IsFSM = false;
#if !BEHAVIAC_RELEASE
            bt.SetAgentType("ET.SkillAgent");
#endif
            // children
            {
                IfElse node0 = new IfElse();
                node0.SetClassNameString("IfElse");
                node0.SetId(0);
#if !BEHAVIAC_RELEASE
                node0.SetAgentType("ET.SkillAgent");
#endif
                bt.AddChild(node0);
                {
                    Condition_bt_Skill_NormalAttack_node1 node1 = new Condition_bt_Skill_NormalAttack_node1();
                    node1.SetClassNameString("Condition");
                    node1.SetId(1);
#if !BEHAVIAC_RELEASE
                    node1.SetAgentType("ET.SkillAgent");
#endif
                    node0.AddChild(node1);
                    node0.SetHasEvents(node0.HasEvents() | node1.HasEvents());
                }
                {
                    Action_bt_Skill_NormalAttack_node2 node2 = new Action_bt_Skill_NormalAttack_node2();
                    node2.SetClassNameString("Action");
                    node2.SetId(2);
#if !BEHAVIAC_RELEASE
                    node2.SetAgentType("ET.SkillAgent");
#endif
                    node0.AddChild(node2);
                    node0.SetHasEvents(node0.HasEvents() | node2.HasEvents());
                }
                {
                    Action_bt_Skill_NormalAttack_node3 node3 = new Action_bt_Skill_NormalAttack_node3();
                    node3.SetClassNameString("Action");
                    node3.SetId(3);
#if !BEHAVIAC_RELEASE
                    node3.SetAgentType("ET.SkillAgent");
#endif
                    node0.AddChild(node3);
                    node0.SetHasEvents(node0.HasEvents() | node3.HasEvents());
                }
                bt.SetHasEvents(bt.HasEvents() | node0.HasEvents());
            }
            return(true);
        }
コード例 #2
0
		public static bool build_behavior_tree(BehaviorTree bt)
		{
			bt.SetClassNameString("BehaviorTree");
			bt.SetId(-1);
			bt.SetName("node_test/if_else_ut_1");
			bt.IsFSM = false;
#if !BEHAVIAC_RELEASE
			bt.SetAgentType("AgentNodeTest");
#endif
			// children
			{
				IfElse node0 = new IfElse();
				node0.SetClassNameString("IfElse");
				node0.SetId(0);
#if !BEHAVIAC_RELEASE
				node0.SetAgentType("AgentNodeTest");
#endif
				bt.AddChild(node0);
				{
					False node1 = new False();
					node1.SetClassNameString("False");
					node1.SetId(1);
#if !BEHAVIAC_RELEASE
					node1.SetAgentType("AgentNodeTest");
#endif
					node0.AddChild(node1);
					node0.SetHasEvents(node0.HasEvents() | node1.HasEvents());
				}
				{
					Action_bt_node_test_if_else_ut_1_node2 node2 = new Action_bt_node_test_if_else_ut_1_node2();
					node2.SetClassNameString("Action");
					node2.SetId(2);
#if !BEHAVIAC_RELEASE
					node2.SetAgentType("AgentNodeTest");
#endif
					node0.AddChild(node2);
					node0.SetHasEvents(node0.HasEvents() | node2.HasEvents());
				}
				{
					Action_bt_node_test_if_else_ut_1_node3 node3 = new Action_bt_node_test_if_else_ut_1_node3();
					node3.SetClassNameString("Action");
					node3.SetId(3);
#if !BEHAVIAC_RELEASE
					node3.SetAgentType("AgentNodeTest");
#endif
					node0.AddChild(node3);
					node0.SetHasEvents(node0.HasEvents() | node3.HasEvents());
				}
				bt.SetHasEvents(bt.HasEvents() | node0.HasEvents());
			}
			return true;
		}
コード例 #3
0
 public static bool build_behavior_tree(BehaviorTree bt)
 {
     bt.SetClassNameString("BehaviorTree");
     bt.SetId(-1);
     bt.SetName("Tank_Take_Award_Destroy_Enemy");
     #if !BEHAVIAC_RELEASE
     bt.SetAgentType("Player");
     #endif
     // pars
     bt.AddPar("UnityEngine.Vector3", "parT_enemyPosition", "{kEpsilon=0;x=0;y=0;z=0;}", "");
     bt.AddPar("behaviac.Agent", "parT_nearestEnemy", "null", "");
     bt.AddPar("int", "parT_PathFindLevel", "0", "");
     bt.AddPar("UnityEngine.Vector3", "parT_NavTargetPosition", "{kEpsilon=0;x=0;y=0;z=0;}", "");
     bt.AddPar("int", "parT_AwardID", "0", "");
     // children
     {
         DecoratorAlwaysRunning_bt_Tank_Take_Award_Destroy_Enemy_node10 node10 = new DecoratorAlwaysRunning_bt_Tank_Take_Award_Destroy_Enemy_node10();
         node10.SetClassNameString("DecoratorAlwaysRunning");
         node10.SetId(10);
     #if !BEHAVIAC_RELEASE
         node10.SetAgentType("Player");
     #endif
         bt.AddChild(node10);
         {
             Selector node11 = new Selector();
             node11.SetClassNameString("Selector");
             node11.SetId(11);
     #if !BEHAVIAC_RELEASE
             node11.SetAgentType("Player");
     #endif
             node10.AddChild(node11);
             {
                 Sequence node17 = new Sequence();
                 node17.SetClassNameString("Sequence");
                 node17.SetId(17);
     #if !BEHAVIAC_RELEASE
                 node17.SetAgentType("Player");
     #endif
                 node11.AddChild(node17);
                 {
                     Assignment_bt_Tank_Take_Award_Destroy_Enemy_node18 node18 = new Assignment_bt_Tank_Take_Award_Destroy_Enemy_node18();
                     node18.SetClassNameString("Assignment");
                     node18.SetId(18);
     #if !BEHAVIAC_RELEASE
                     node18.SetAgentType("Player");
     #endif
                     node17.AddChild(node18);
                     node17.SetHasEvents(node17.HasEvents() | node18.HasEvents());
                 }
                 {
                     Condition_bt_Tank_Take_Award_Destroy_Enemy_node19 node19 = new Condition_bt_Tank_Take_Award_Destroy_Enemy_node19();
                     node19.SetClassNameString("Condition");
                     node19.SetId(19);
     #if !BEHAVIAC_RELEASE
                     node19.SetAgentType("Player");
     #endif
                     node17.AddChild(node19);
                     node17.SetHasEvents(node17.HasEvents() | node19.HasEvents());
                 }
                 {
                     Assignment_bt_Tank_Take_Award_Destroy_Enemy_node20 node20 = new Assignment_bt_Tank_Take_Award_Destroy_Enemy_node20();
                     node20.SetClassNameString("Assignment");
                     node20.SetId(20);
     #if !BEHAVIAC_RELEASE
                     node20.SetAgentType("Player");
     #endif
                     node17.AddChild(node20);
                     node17.SetHasEvents(node17.HasEvents() | node20.HasEvents());
                 }
                 {
                     IfElse node13 = new IfElse();
                     node13.SetClassNameString("IfElse");
                     node13.SetId(13);
     #if !BEHAVIAC_RELEASE
                     node13.SetAgentType("Player");
     #endif
                     node17.AddChild(node13);
                     {
                         Condition_bt_Tank_Take_Award_Destroy_Enemy_node14 node14 = new Condition_bt_Tank_Take_Award_Destroy_Enemy_node14();
                         node14.SetClassNameString("Condition");
                         node14.SetId(14);
     #if !BEHAVIAC_RELEASE
                         node14.SetAgentType("Player");
     #endif
                         node13.AddChild(node14);
                         node13.SetHasEvents(node13.HasEvents() | node14.HasEvents());
                     }
                     {
                         Assignment_bt_Tank_Take_Award_Destroy_Enemy_node15 node15 = new Assignment_bt_Tank_Take_Award_Destroy_Enemy_node15();
                         node15.SetClassNameString("Assignment");
                         node15.SetId(15);
     #if !BEHAVIAC_RELEASE
                         node15.SetAgentType("Player");
     #endif
                         node13.AddChild(node15);
                         node13.SetHasEvents(node13.HasEvents() | node15.HasEvents());
                     }
                     {
                         Assignment_bt_Tank_Take_Award_Destroy_Enemy_node16 node16 = new Assignment_bt_Tank_Take_Award_Destroy_Enemy_node16();
                         node16.SetClassNameString("Assignment");
                         node16.SetId(16);
     #if !BEHAVIAC_RELEASE
                         node16.SetAgentType("Player");
     #endif
                         node13.AddChild(node16);
                         node13.SetHasEvents(node13.HasEvents() | node16.HasEvents());
                     }
                     node17.SetHasEvents(node17.HasEvents() | node13.HasEvents());
                 }
                 {
                     Action_bt_Tank_Take_Award_Destroy_Enemy_node8 node8 = new Action_bt_Tank_Take_Award_Destroy_Enemy_node8();
                     node8.SetClassNameString("Action");
                     node8.SetId(8);
     #if !BEHAVIAC_RELEASE
                     node8.SetAgentType("Player");
     #endif
                     node17.AddChild(node8);
                     node17.SetHasEvents(node17.HasEvents() | node8.HasEvents());
                 }
                 {
                     Action_bt_Tank_Take_Award_Destroy_Enemy_node29 node29 = new Action_bt_Tank_Take_Award_Destroy_Enemy_node29();
                     node29.SetClassNameString("Action");
                     node29.SetId(29);
     #if !BEHAVIAC_RELEASE
                     node29.SetAgentType("Player");
     #endif
                     node17.AddChild(node29);
                     node17.SetHasEvents(node17.HasEvents() | node29.HasEvents());
                 }
                 node11.SetHasEvents(node11.HasEvents() | node17.HasEvents());
             }
             {
                 Sequence node27 = new Sequence();
                 node27.SetClassNameString("Sequence");
                 node27.SetId(27);
     #if !BEHAVIAC_RELEASE
                 node27.SetAgentType("Player");
     #endif
                 node11.AddChild(node27);
                 {
                     Assignment_bt_Tank_Take_Award_Destroy_Enemy_node28 node28 = new Assignment_bt_Tank_Take_Award_Destroy_Enemy_node28();
                     node28.SetClassNameString("Assignment");
                     node28.SetId(28);
     #if !BEHAVIAC_RELEASE
                     node28.SetAgentType("Player");
     #endif
                     node27.AddChild(node28);
                     node27.SetHasEvents(node27.HasEvents() | node28.HasEvents());
                 }
                 {
                     Condition_bt_Tank_Take_Award_Destroy_Enemy_node34 node34 = new Condition_bt_Tank_Take_Award_Destroy_Enemy_node34();
                     node34.SetClassNameString("Condition");
                     node34.SetId(34);
     #if !BEHAVIAC_RELEASE
                     node34.SetAgentType("Player");
     #endif
                     node27.AddChild(node34);
                     node27.SetHasEvents(node27.HasEvents() | node34.HasEvents());
                 }
                 {
                     Assignment_bt_Tank_Take_Award_Destroy_Enemy_node37 node37 = new Assignment_bt_Tank_Take_Award_Destroy_Enemy_node37();
                     node37.SetClassNameString("Assignment");
                     node37.SetId(37);
     #if !BEHAVIAC_RELEASE
                     node37.SetAgentType("Player");
     #endif
                     node27.AddChild(node37);
                     node27.SetHasEvents(node27.HasEvents() | node37.HasEvents());
                 }
                 {
                     IfElse node23 = new IfElse();
                     node23.SetClassNameString("IfElse");
                     node23.SetId(23);
     #if !BEHAVIAC_RELEASE
                     node23.SetAgentType("Player");
     #endif
                     node27.AddChild(node23);
                     {
                         Condition_bt_Tank_Take_Award_Destroy_Enemy_node24 node24 = new Condition_bt_Tank_Take_Award_Destroy_Enemy_node24();
                         node24.SetClassNameString("Condition");
                         node24.SetId(24);
     #if !BEHAVIAC_RELEASE
                         node24.SetAgentType("Player");
     #endif
                         node23.AddChild(node24);
                         node23.SetHasEvents(node23.HasEvents() | node24.HasEvents());
                     }
                     {
                         Assignment_bt_Tank_Take_Award_Destroy_Enemy_node25 node25 = new Assignment_bt_Tank_Take_Award_Destroy_Enemy_node25();
                         node25.SetClassNameString("Assignment");
                         node25.SetId(25);
     #if !BEHAVIAC_RELEASE
                         node25.SetAgentType("Player");
     #endif
                         node23.AddChild(node25);
                         node23.SetHasEvents(node23.HasEvents() | node25.HasEvents());
                     }
                     {
                         Assignment_bt_Tank_Take_Award_Destroy_Enemy_node26 node26 = new Assignment_bt_Tank_Take_Award_Destroy_Enemy_node26();
                         node26.SetClassNameString("Assignment");
                         node26.SetId(26);
     #if !BEHAVIAC_RELEASE
                         node26.SetAgentType("Player");
     #endif
                         node23.AddChild(node26);
                         node23.SetHasEvents(node23.HasEvents() | node26.HasEvents());
                     }
                     node27.SetHasEvents(node27.HasEvents() | node23.HasEvents());
                 }
                 {
                     Action_bt_Tank_Take_Award_Destroy_Enemy_node21 node21 = new Action_bt_Tank_Take_Award_Destroy_Enemy_node21();
                     node21.SetClassNameString("Action");
                     node21.SetId(21);
     #if !BEHAVIAC_RELEASE
                     node21.SetAgentType("Player");
     #endif
                     node27.AddChild(node21);
                     node27.SetHasEvents(node27.HasEvents() | node21.HasEvents());
                 }
                 {
                     Action_bt_Tank_Take_Award_Destroy_Enemy_node30 node30 = new Action_bt_Tank_Take_Award_Destroy_Enemy_node30();
                     node30.SetClassNameString("Action");
                     node30.SetId(30);
     #if !BEHAVIAC_RELEASE
                     node30.SetAgentType("Player");
     #endif
                     node27.AddChild(node30);
                     node27.SetHasEvents(node27.HasEvents() | node30.HasEvents());
                 }
                 node11.SetHasEvents(node11.HasEvents() | node27.HasEvents());
             }
             {
                 Sequence node2 = new Sequence();
                 node2.SetClassNameString("Sequence");
                 node2.SetId(2);
     #if !BEHAVIAC_RELEASE
                 node2.SetAgentType("Player");
     #endif
                 node11.AddChild(node2);
                 {
                     Condition_bt_Tank_Take_Award_Destroy_Enemy_node12 node12 = new Condition_bt_Tank_Take_Award_Destroy_Enemy_node12();
                     node12.SetClassNameString("Condition");
                     node12.SetId(12);
     #if !BEHAVIAC_RELEASE
                     node12.SetAgentType("Player");
     #endif
                     node2.AddChild(node12);
                     node2.SetHasEvents(node2.HasEvents() | node12.HasEvents());
                 }
                 {
                     Action_bt_Tank_Take_Award_Destroy_Enemy_node1 node1 = new Action_bt_Tank_Take_Award_Destroy_Enemy_node1();
                     node1.SetClassNameString("Action");
                     node1.SetId(1);
     #if !BEHAVIAC_RELEASE
                     node1.SetAgentType("Player");
     #endif
                     node2.AddChild(node1);
                     node2.SetHasEvents(node2.HasEvents() | node1.HasEvents());
                 }
                 {
                     Action_bt_Tank_Take_Award_Destroy_Enemy_node3 node3 = new Action_bt_Tank_Take_Award_Destroy_Enemy_node3();
                     node3.SetClassNameString("Action");
                     node3.SetId(3);
     #if !BEHAVIAC_RELEASE
                     node3.SetAgentType("Player");
     #endif
                     node2.AddChild(node3);
                     node2.SetHasEvents(node2.HasEvents() | node3.HasEvents());
                 }
                 {
                     Action_bt_Tank_Take_Award_Destroy_Enemy_node4 node4 = new Action_bt_Tank_Take_Award_Destroy_Enemy_node4();
                     node4.SetClassNameString("Action");
                     node4.SetId(4);
     #if !BEHAVIAC_RELEASE
                     node4.SetAgentType("Player");
     #endif
                     node2.AddChild(node4);
                     node2.SetHasEvents(node2.HasEvents() | node4.HasEvents());
                 }
                 node11.SetHasEvents(node11.HasEvents() | node2.HasEvents());
             }
             node10.SetHasEvents(node10.HasEvents() | node11.HasEvents());
         }
         bt.SetHasEvents(bt.HasEvents() | node10.HasEvents());
     }
     return true;
 }
コード例 #4
0
 public static bool build_behavior_tree(BehaviorTree bt)
 {
     bt.SetClassNameString("BehaviorTree");
     bt.SetId(-1);
     bt.SetName("Level_DeathMatch_0");
     #if !BEHAVIAC_RELEASE
     bt.SetAgentType("GameLevelCommon");
     #endif
     // pars
     bt.AddPar("int", "parT_SpawnCountPerWave", "0", "");
     bt.AddPar("int", "parT_WaveCount", "10", "");
     bt.AddPar("int", "parT_AwardType", "0", "");
     bt.AddPar("int", "parT_AwardX", "0", "");
     bt.AddPar("int", "parT_AwardY", "0", "");
     bt.AddPar("int", "parT_EnemyCount", "0", "");
     bt.AddPar("bool", "parT_GameStopped", "false", "");
     // children
     {
         DecoratorLoop_bt_Level_DeathMatch_0_node1 node1 = new DecoratorLoop_bt_Level_DeathMatch_0_node1();
         node1.SetClassNameString("DecoratorLoop");
         node1.SetId(1);
     #if !BEHAVIAC_RELEASE
         node1.SetAgentType("GameLevelCommon");
     #endif
         bt.AddChild(node1);
         {
             Parallel_bt_Level_DeathMatch_0_node16 node16 = new Parallel_bt_Level_DeathMatch_0_node16();
             node16.SetClassNameString("Parallel");
             node16.SetId(16);
     #if !BEHAVIAC_RELEASE
             node16.SetAgentType("GameLevelCommon");
     #endif
             node1.AddChild(node16);
             {
                 IfElse node17 = new IfElse();
                 node17.SetClassNameString("IfElse");
                 node17.SetId(17);
     #if !BEHAVIAC_RELEASE
                 node17.SetAgentType("GameLevelCommon");
     #endif
                 node16.AddChild(node17);
                 {
                     Condition_bt_Level_DeathMatch_0_node11 node11 = new Condition_bt_Level_DeathMatch_0_node11();
                     node11.SetClassNameString("Condition");
                     node11.SetId(11);
     #if !BEHAVIAC_RELEASE
                     node11.SetAgentType("GameLevelCommon");
     #endif
                     node17.AddChild(node11);
                     node17.SetHasEvents(node17.HasEvents() | node11.HasEvents());
                 }
                 {
                     Sequence node5 = new Sequence();
                     node5.SetClassNameString("Sequence");
                     node5.SetId(5);
     #if !BEHAVIAC_RELEASE
                     node5.SetAgentType("GameLevelCommon");
     #endif
                     node17.AddChild(node5);
                     {
                         Wait_bt_Level_DeathMatch_0_node14 node14 = new Wait_bt_Level_DeathMatch_0_node14();
                         node14.SetClassNameString("Wait");
                         node14.SetId(14);
     #if !BEHAVIAC_RELEASE
                         node14.SetAgentType("GameLevelCommon");
     #endif
                         node5.AddChild(node14);
                         node5.SetHasEvents(node5.HasEvents() | node14.HasEvents());
                     }
                     {
                         Assignment_bt_Level_DeathMatch_0_node15 node15 = new Assignment_bt_Level_DeathMatch_0_node15();
                         node15.SetClassNameString("Assignment");
                         node15.SetId(15);
     #if !BEHAVIAC_RELEASE
                         node15.SetAgentType("GameLevelCommon");
     #endif
                         node5.AddChild(node15);
                         node5.SetHasEvents(node5.HasEvents() | node15.HasEvents());
                     }
                     {
                         DecoratorNot_bt_Level_DeathMatch_0_node12 node12 = new DecoratorNot_bt_Level_DeathMatch_0_node12();
                         node12.SetClassNameString("DecoratorNot");
                         node12.SetId(12);
     #if !BEHAVIAC_RELEASE
                         node12.SetAgentType("GameLevelCommon");
     #endif
                         node5.AddChild(node12);
                         {
                             DecoratorLoopUntil_bt_Level_DeathMatch_0_node6 node6 = new DecoratorLoopUntil_bt_Level_DeathMatch_0_node6();
                             node6.SetClassNameString("DecoratorLoopUntil");
                             node6.SetId(6);
     #if !BEHAVIAC_RELEASE
                             node6.SetAgentType("GameLevelCommon");
     #endif
                             node12.AddChild(node6);
                             {
                                 Sequence node0 = new Sequence();
                                 node0.SetClassNameString("Sequence");
                                 node0.SetId(0);
     #if !BEHAVIAC_RELEASE
                                 node0.SetAgentType("GameLevelCommon");
     #endif
                                 node6.AddChild(node0);
                                 {
                                     Condition_bt_Level_DeathMatch_0_node3 node3 = new Condition_bt_Level_DeathMatch_0_node3();
                                     node3.SetClassNameString("Condition");
                                     node3.SetId(3);
     #if !BEHAVIAC_RELEASE
                                     node3.SetAgentType("GameLevelCommon");
     #endif
                                     node0.AddChild(node3);
                                     node0.SetHasEvents(node0.HasEvents() | node3.HasEvents());
                                 }
                                 {
                                     Action_bt_Level_DeathMatch_0_node10 node10 = new Action_bt_Level_DeathMatch_0_node10();
                                     node10.SetClassNameString("Action");
                                     node10.SetId(10);
     #if !BEHAVIAC_RELEASE
                                     node10.SetAgentType("GameLevelCommon");
     #endif
                                     node0.AddChild(node10);
                                     node0.SetHasEvents(node0.HasEvents() | node10.HasEvents());
                                 }
                                 {
                                     Compute_bt_Level_DeathMatch_0_node8 node8 = new Compute_bt_Level_DeathMatch_0_node8();
                                     node8.SetClassNameString("Compute");
                                     node8.SetId(8);
     #if !BEHAVIAC_RELEASE
                                     node8.SetAgentType("GameLevelCommon");
     #endif
                                     node0.AddChild(node8);
                                     node0.SetHasEvents(node0.HasEvents() | node8.HasEvents());
                                 }
                                 {
                                     Wait_bt_Level_DeathMatch_0_node9 node9 = new Wait_bt_Level_DeathMatch_0_node9();
                                     node9.SetClassNameString("Wait");
                                     node9.SetId(9);
     #if !BEHAVIAC_RELEASE
                                     node9.SetAgentType("GameLevelCommon");
     #endif
                                     node0.AddChild(node9);
                                     node0.SetHasEvents(node0.HasEvents() | node9.HasEvents());
                                 }
                                 node6.SetHasEvents(node6.HasEvents() | node0.HasEvents());
                             }
                             node12.SetHasEvents(node12.HasEvents() | node6.HasEvents());
                         }
                         node5.SetHasEvents(node5.HasEvents() | node12.HasEvents());
                     }
                     {
                         Wait_bt_Level_DeathMatch_0_node7 node7 = new Wait_bt_Level_DeathMatch_0_node7();
                         node7.SetClassNameString("Wait");
                         node7.SetId(7);
     #if !BEHAVIAC_RELEASE
                         node7.SetAgentType("GameLevelCommon");
     #endif
                         node5.AddChild(node7);
                         node5.SetHasEvents(node5.HasEvents() | node7.HasEvents());
                     }
                     {
                         Compute_bt_Level_DeathMatch_0_node2 node2 = new Compute_bt_Level_DeathMatch_0_node2();
                         node2.SetClassNameString("Compute");
                         node2.SetId(2);
     #if !BEHAVIAC_RELEASE
                         node2.SetAgentType("GameLevelCommon");
     #endif
                         node5.AddChild(node2);
                         node5.SetHasEvents(node5.HasEvents() | node2.HasEvents());
                     }
                     node17.SetHasEvents(node17.HasEvents() | node5.HasEvents());
                 }
                 {
                     DecoratorAlwaysSuccess_bt_Level_DeathMatch_0_node4 node4 = new DecoratorAlwaysSuccess_bt_Level_DeathMatch_0_node4();
                     node4.SetClassNameString("DecoratorAlwaysSuccess");
                     node4.SetId(4);
     #if !BEHAVIAC_RELEASE
                     node4.SetAgentType("GameLevelCommon");
     #endif
                     node17.AddChild(node4);
                     {
                         Sequence node24 = new Sequence();
                         node24.SetClassNameString("Sequence");
                         node24.SetId(24);
     #if !BEHAVIAC_RELEASE
                         node24.SetAgentType("GameLevelCommon");
     #endif
                         node4.AddChild(node24);
                         {
                             Condition_bt_Level_DeathMatch_0_node28 node28 = new Condition_bt_Level_DeathMatch_0_node28();
                             node28.SetClassNameString("Condition");
                             node28.SetId(28);
     #if !BEHAVIAC_RELEASE
                             node28.SetAgentType("GameLevelCommon");
     #endif
                             node24.AddChild(node28);
                             node24.SetHasEvents(node24.HasEvents() | node28.HasEvents());
                         }
                         {
                             Assignment_bt_Level_DeathMatch_0_node25 node25 = new Assignment_bt_Level_DeathMatch_0_node25();
                             node25.SetClassNameString("Assignment");
                             node25.SetId(25);
     #if !BEHAVIAC_RELEASE
                             node25.SetAgentType("GameLevelCommon");
     #endif
                             node24.AddChild(node25);
                             node24.SetHasEvents(node24.HasEvents() | node25.HasEvents());
                         }
                         {
                             Condition_bt_Level_DeathMatch_0_node26 node26 = new Condition_bt_Level_DeathMatch_0_node26();
                             node26.SetClassNameString("Condition");
                             node26.SetId(26);
     #if !BEHAVIAC_RELEASE
                             node26.SetAgentType("GameLevelCommon");
     #endif
                             node24.AddChild(node26);
                             node24.SetHasEvents(node24.HasEvents() | node26.HasEvents());
                         }
                         {
                             Wait_bt_Level_DeathMatch_0_node30 node30 = new Wait_bt_Level_DeathMatch_0_node30();
                             node30.SetClassNameString("Wait");
                             node30.SetId(30);
     #if !BEHAVIAC_RELEASE
                             node30.SetAgentType("GameLevelCommon");
     #endif
                             node24.AddChild(node30);
                             node24.SetHasEvents(node24.HasEvents() | node30.HasEvents());
                         }
                         {
                             Action_bt_Level_DeathMatch_0_node27 node27 = new Action_bt_Level_DeathMatch_0_node27();
                             node27.SetClassNameString("Action");
                             node27.SetId(27);
     #if !BEHAVIAC_RELEASE
                             node27.SetAgentType("GameLevelCommon");
     #endif
                             node24.AddChild(node27);
                             node24.SetHasEvents(node24.HasEvents() | node27.HasEvents());
                         }
                         {
                             Assignment_bt_Level_DeathMatch_0_node29 node29 = new Assignment_bt_Level_DeathMatch_0_node29();
                             node29.SetClassNameString("Assignment");
                             node29.SetId(29);
     #if !BEHAVIAC_RELEASE
                             node29.SetAgentType("GameLevelCommon");
     #endif
                             node24.AddChild(node29);
                             node24.SetHasEvents(node24.HasEvents() | node29.HasEvents());
                         }
                         node4.SetHasEvents(node4.HasEvents() | node24.HasEvents());
                     }
                     node17.SetHasEvents(node17.HasEvents() | node4.HasEvents());
                 }
                 node16.SetHasEvents(node16.HasEvents() | node17.HasEvents());
             }
             {
                 Sequence node13 = new Sequence();
                 node13.SetClassNameString("Sequence");
                 node13.SetId(13);
     #if !BEHAVIAC_RELEASE
                 node13.SetAgentType("GameLevelCommon");
     #endif
                 node16.AddChild(node13);
                 {
                     Wait_bt_Level_DeathMatch_0_node18 node18 = new Wait_bt_Level_DeathMatch_0_node18();
                     node18.SetClassNameString("Wait");
                     node18.SetId(18);
     #if !BEHAVIAC_RELEASE
                     node18.SetAgentType("GameLevelCommon");
     #endif
                     node13.AddChild(node18);
                     node13.SetHasEvents(node13.HasEvents() | node18.HasEvents());
                 }
                 {
                     Assignment_bt_Level_DeathMatch_0_node19 node19 = new Assignment_bt_Level_DeathMatch_0_node19();
                     node19.SetClassNameString("Assignment");
                     node19.SetId(19);
     #if !BEHAVIAC_RELEASE
                     node19.SetAgentType("GameLevelCommon");
     #endif
                     node13.AddChild(node19);
                     node13.SetHasEvents(node13.HasEvents() | node19.HasEvents());
                 }
                 {
                     Assignment_bt_Level_DeathMatch_0_node22 node22 = new Assignment_bt_Level_DeathMatch_0_node22();
                     node22.SetClassNameString("Assignment");
                     node22.SetId(22);
     #if !BEHAVIAC_RELEASE
                     node22.SetAgentType("GameLevelCommon");
     #endif
                     node13.AddChild(node22);
                     node13.SetHasEvents(node13.HasEvents() | node22.HasEvents());
                 }
                 {
                     Assignment_bt_Level_DeathMatch_0_node23 node23 = new Assignment_bt_Level_DeathMatch_0_node23();
                     node23.SetClassNameString("Assignment");
                     node23.SetId(23);
     #if !BEHAVIAC_RELEASE
                     node23.SetAgentType("GameLevelCommon");
     #endif
                     node13.AddChild(node23);
                     node13.SetHasEvents(node13.HasEvents() | node23.HasEvents());
                 }
                 {
                     Action_bt_Level_DeathMatch_0_node20 node20 = new Action_bt_Level_DeathMatch_0_node20();
                     node20.SetClassNameString("Action");
                     node20.SetId(20);
     #if !BEHAVIAC_RELEASE
                     node20.SetAgentType("GameLevelCommon");
     #endif
                     node13.AddChild(node20);
                     node13.SetHasEvents(node13.HasEvents() | node20.HasEvents());
                 }
                 {
                     Wait_bt_Level_DeathMatch_0_node21 node21 = new Wait_bt_Level_DeathMatch_0_node21();
                     node21.SetClassNameString("Wait");
                     node21.SetId(21);
     #if !BEHAVIAC_RELEASE
                     node21.SetAgentType("GameLevelCommon");
     #endif
                     node13.AddChild(node21);
                     node13.SetHasEvents(node13.HasEvents() | node21.HasEvents());
                 }
                 node16.SetHasEvents(node16.HasEvents() | node13.HasEvents());
             }
             {
                 WaitforSignal node31 = new WaitforSignal();
                 node31.SetClassNameString("WaitforSignal");
                 node31.SetId(31);
     #if !BEHAVIAC_RELEASE
                 node31.SetAgentType("GameLevelCommon");
     #endif
                 // attachments
                 {
                     Predicate_bt_Level_DeathMatch_0_attach32 attach32 = new Predicate_bt_Level_DeathMatch_0_attach32();
                     attach32.SetClassNameString("Predicate");
                     attach32.SetId(32);
     #if !BEHAVIAC_RELEASE
                     attach32.SetAgentType("GameLevelCommon");
     #endif
                     node31.Attach(attach32);
                 }
                 node16.AddChild(node31);
                 {
                     DecoratorAlwaysSuccess_bt_Level_DeathMatch_0_node33 node33 = new DecoratorAlwaysSuccess_bt_Level_DeathMatch_0_node33();
                     node33.SetClassNameString("DecoratorAlwaysSuccess");
                     node33.SetId(33);
     #if !BEHAVIAC_RELEASE
                     node33.SetAgentType("GameLevelCommon");
     #endif
                     node31.AddChild(node33);
                     {
                         Sequence node34 = new Sequence();
                         node34.SetClassNameString("Sequence");
                         node34.SetId(34);
     #if !BEHAVIAC_RELEASE
                         node34.SetAgentType("GameLevelCommon");
     #endif
                         node33.AddChild(node34);
                         {
                             Wait_bt_Level_DeathMatch_0_node35 node35 = new Wait_bt_Level_DeathMatch_0_node35();
                             node35.SetClassNameString("Wait");
                             node35.SetId(35);
     #if !BEHAVIAC_RELEASE
                             node35.SetAgentType("GameLevelCommon");
     #endif
                             node34.AddChild(node35);
                             node34.SetHasEvents(node34.HasEvents() | node35.HasEvents());
                         }
                         {
                             Action_bt_Level_DeathMatch_0_node37 node37 = new Action_bt_Level_DeathMatch_0_node37();
                             node37.SetClassNameString("Action");
                             node37.SetId(37);
     #if !BEHAVIAC_RELEASE
                             node37.SetAgentType("GameLevelCommon");
     #endif
                             node34.AddChild(node37);
                             node34.SetHasEvents(node34.HasEvents() | node37.HasEvents());
                         }
                         node33.SetHasEvents(node33.HasEvents() | node34.HasEvents());
                     }
                     node31.SetHasEvents(node31.HasEvents() | node33.HasEvents());
                 }
                 node16.SetHasEvents(node16.HasEvents() | node31.HasEvents());
             }
             node1.SetHasEvents(node1.HasEvents() | node16.HasEvents());
         }
         bt.SetHasEvents(bt.HasEvents() | node1.HasEvents());
     }
     return true;
 }
コード例 #5
0
        public static bool build_behavior_tree(BehaviorTree bt)
        {
            bt.SetClassNameString("BehaviorTree");
            bt.SetId(-1);
            bt.SetName("YeGuaiAI");
            bt.IsFSM = false;
#if !BEHAVIAC_RELEASE
            bt.SetAgentType("YeGuaiAI");
#endif
            // children
            {
                DecoratorLoop_bt_YeGuaiAI_node0 node0 = new DecoratorLoop_bt_YeGuaiAI_node0();
                node0.SetClassNameString("DecoratorLoop");
                node0.SetId(0);
#if !BEHAVIAC_RELEASE
                node0.SetAgentType("YeGuaiAI");
#endif
                bt.AddChild(node0);
                {
                    Sequence node1 = new Sequence();
                    node1.SetClassNameString("Sequence");
                    node1.SetId(1);
#if !BEHAVIAC_RELEASE
                    node1.SetAgentType("YeGuaiAI");
#endif
                    node0.AddChild(node1);
                    {
                        Sequence node2 = new Sequence();
                        node2.SetClassNameString("Sequence");
                        node2.SetId(2);
#if !BEHAVIAC_RELEASE
                        node2.SetAgentType("YeGuaiAI");
#endif
                        node1.AddChild(node2);
                        {
                            DecoratorLoopUntil_bt_YeGuaiAI_node5 node5 = new DecoratorLoopUntil_bt_YeGuaiAI_node5();
                            node5.SetClassNameString("DecoratorLoopUntil");
                            node5.SetId(5);
#if !BEHAVIAC_RELEASE
                            node5.SetAgentType("YeGuaiAI");
#endif
                            node2.AddChild(node5);
                            {
                                Action_bt_YeGuaiAI_node6 node6 = new Action_bt_YeGuaiAI_node6();
                                node6.SetClassNameString("Action");
                                node6.SetId(6);
#if !BEHAVIAC_RELEASE
                                node6.SetAgentType("YeGuaiAI");
#endif
                                node5.AddChild(node6);
                                node5.SetHasEvents(node5.HasEvents() | node6.HasEvents());
                            }
                            node2.SetHasEvents(node2.HasEvents() | node5.HasEvents());
                        }
                        node1.SetHasEvents(node1.HasEvents() | node2.HasEvents());
                    }
                    {
                        Sequence node3 = new Sequence();
                        node3.SetClassNameString("Sequence");
                        node3.SetId(3);
#if !BEHAVIAC_RELEASE
                        node3.SetAgentType("YeGuaiAI");
#endif
                        node1.AddChild(node3);
                        {
                            IfElse node7 = new IfElse();
                            node7.SetClassNameString("IfElse");
                            node7.SetId(7);
#if !BEHAVIAC_RELEASE
                            node7.SetAgentType("YeGuaiAI");
#endif
                            node3.AddChild(node7);
                            {
                                Condition_bt_YeGuaiAI_node9 node9 = new Condition_bt_YeGuaiAI_node9();
                                node9.SetClassNameString("Condition");
                                node9.SetId(9);
#if !BEHAVIAC_RELEASE
                                node9.SetAgentType("YeGuaiAI");
#endif
                                node7.AddChild(node9);
                                node7.SetHasEvents(node7.HasEvents() | node9.HasEvents());
                            }
                            {
                                Action_bt_YeGuaiAI_node10 node10 = new Action_bt_YeGuaiAI_node10();
                                node10.SetClassNameString("Action");
                                node10.SetId(10);
#if !BEHAVIAC_RELEASE
                                node10.SetAgentType("YeGuaiAI");
#endif
                                node7.AddChild(node10);
                                node7.SetHasEvents(node7.HasEvents() | node10.HasEvents());
                            }
                            {
                                Action_bt_YeGuaiAI_node11 node11 = new Action_bt_YeGuaiAI_node11();
                                node11.SetClassNameString("Action");
                                node11.SetId(11);
#if !BEHAVIAC_RELEASE
                                node11.SetAgentType("YeGuaiAI");
#endif
                                node7.AddChild(node11);
                                node7.SetHasEvents(node7.HasEvents() | node11.HasEvents());
                            }
                            node3.SetHasEvents(node3.HasEvents() | node7.HasEvents());
                        }
                        {
                            Action_bt_YeGuaiAI_node8 node8 = new Action_bt_YeGuaiAI_node8();
                            node8.SetClassNameString("Action");
                            node8.SetId(8);
#if !BEHAVIAC_RELEASE
                            node8.SetAgentType("YeGuaiAI");
#endif
                            node3.AddChild(node8);
                            node3.SetHasEvents(node3.HasEvents() | node8.HasEvents());
                        }
                        node1.SetHasEvents(node1.HasEvents() | node3.HasEvents());
                    }
                    {
                        Sequence node4 = new Sequence();
                        node4.SetClassNameString("Sequence");
                        node4.SetId(4);
#if !BEHAVIAC_RELEASE
                        node4.SetAgentType("YeGuaiAI");
#endif
                        node1.AddChild(node4);
                        {
                            DecoratorLoopUntil_bt_YeGuaiAI_node12 node12 = new DecoratorLoopUntil_bt_YeGuaiAI_node12();
                            node12.SetClassNameString("DecoratorLoopUntil");
                            node12.SetId(12);
#if !BEHAVIAC_RELEASE
                            node12.SetAgentType("YeGuaiAI");
#endif
                            node4.AddChild(node12);
                            {
                                Action_bt_YeGuaiAI_node13 node13 = new Action_bt_YeGuaiAI_node13();
                                node13.SetClassNameString("Action");
                                node13.SetId(13);
#if !BEHAVIAC_RELEASE
                                node13.SetAgentType("YeGuaiAI");
#endif
                                node12.AddChild(node13);
                                node12.SetHasEvents(node12.HasEvents() | node13.HasEvents());
                            }
                            node4.SetHasEvents(node4.HasEvents() | node12.HasEvents());
                        }
                        node1.SetHasEvents(node1.HasEvents() | node4.HasEvents());
                    }
                    node0.SetHasEvents(node0.HasEvents() | node1.HasEvents());
                }
                bt.SetHasEvents(bt.HasEvents() | node0.HasEvents());
            }
            return(true);
        }
コード例 #6
0
        public static bool build_behavior_tree(BehaviorTree bt)
        {
            bt.SetClassNameString("BehaviorTree");
            bt.SetId(-1);
            bt.SetName("DJTest");
            bt.IsFSM = false;
#if !BEHAVIAC_RELEASE
            bt.SetAgentType("DJTest");
#endif
            // children
            {
                Sequence node0 = new Sequence();
                node0.SetClassNameString("Sequence");
                node0.SetId(0);
#if !BEHAVIAC_RELEASE
                node0.SetAgentType("DJTest");
#endif
                bt.AddChild(node0);
                {
                    Wait_bt_DJTest_node1 node1 = new Wait_bt_DJTest_node1();
                    node1.SetClassNameString("Wait");
                    node1.SetId(1);
#if !BEHAVIAC_RELEASE
                    node1.SetAgentType("DJTest");
#endif
                    node0.AddChild(node1);
                    node0.SetHasEvents(node0.HasEvents() | node1.HasEvents());
                }
                {
                    Action_bt_DJTest_node2 node2 = new Action_bt_DJTest_node2();
                    node2.SetClassNameString("Action");
                    node2.SetId(2);
#if !BEHAVIAC_RELEASE
                    node2.SetAgentType("DJTest");
#endif
                    node0.AddChild(node2);
                    node0.SetHasEvents(node0.HasEvents() | node2.HasEvents());
                }
                {
                    IfElse node3 = new IfElse();
                    node3.SetClassNameString("IfElse");
                    node3.SetId(3);
#if !BEHAVIAC_RELEASE
                    node3.SetAgentType("DJTest");
#endif
                    node0.AddChild(node3);
                    {
                        Condition_bt_DJTest_node4 node4 = new Condition_bt_DJTest_node4();
                        node4.SetClassNameString("Condition");
                        node4.SetId(4);
#if !BEHAVIAC_RELEASE
                        node4.SetAgentType("DJTest");
#endif
                        node3.AddChild(node4);
                        node3.SetHasEvents(node3.HasEvents() | node4.HasEvents());
                    }
                    {
                        Sequence node5 = new Sequence();
                        node5.SetClassNameString("Sequence");
                        node5.SetId(5);
#if !BEHAVIAC_RELEASE
                        node5.SetAgentType("DJTest");
#endif
                        node3.AddChild(node5);
                        {
                            Action_bt_DJTest_node7 node7 = new Action_bt_DJTest_node7();
                            node7.SetClassNameString("Action");
                            node7.SetId(7);
#if !BEHAVIAC_RELEASE
                            node7.SetAgentType("DJTest");
#endif
                            node5.AddChild(node7);
                            node5.SetHasEvents(node5.HasEvents() | node7.HasEvents());
                        }
                        {
                            Action_bt_DJTest_node8 node8 = new Action_bt_DJTest_node8();
                            node8.SetClassNameString("Action");
                            node8.SetId(8);
#if !BEHAVIAC_RELEASE
                            node8.SetAgentType("DJTest");
#endif
                            node5.AddChild(node8);
                            node5.SetHasEvents(node5.HasEvents() | node8.HasEvents());
                        }
                        node3.SetHasEvents(node3.HasEvents() | node5.HasEvents());
                    }
                    {
                        Noop node6 = new Noop();
                        node6.SetClassNameString("Noop");
                        node6.SetId(6);
#if !BEHAVIAC_RELEASE
                        node6.SetAgentType("DJTest");
#endif
                        node3.AddChild(node6);
                        node3.SetHasEvents(node3.HasEvents() | node6.HasEvents());
                    }
                    node0.SetHasEvents(node0.HasEvents() | node3.HasEvents());
                }
                bt.SetHasEvents(bt.HasEvents() | node0.HasEvents());
            }
            return(true);
        }