コード例 #1
0
        protected override EBTStatus update(Agent pAgent, EBTStatus childStatus)
        {
            if (childStatus != EBTStatus.BT_RUNNING)
            {
                return(childStatus);
            }

            if (!this.m_bTriggered)
            {
                WaitforSignal node = this.m_node as WaitforSignal;
                this.m_bTriggered = node.CheckIfSignaled(pAgent);
            }

            if (this.m_bTriggered)
            {
                if (this.m_root == null)
                {
                    return(EBTStatus.BT_SUCCESS);
                }

                EBTStatus status = base.update(pAgent, childStatus);

                return(status);
            }

            return(EBTStatus.BT_RUNNING);
        }
コード例 #2
0
		public static bool build_behavior_tree(BehaviorTree bt)
		{
			bt.SetClassNameString("BehaviorTree");
			bt.SetId(-1);
			bt.SetName("node_test/action_ut_waitforsignal_2");
			bt.IsFSM = false;
#if !BEHAVIAC_RELEASE
			bt.SetAgentType("AgentNodeTest");
#endif
			// children
			{
				Sequence node0 = new Sequence();
				node0.SetClassNameString("Sequence");
				node0.SetId(0);
#if !BEHAVIAC_RELEASE
				node0.SetAgentType("AgentNodeTest");
#endif
				bt.AddChild(node0);
				{
					WaitforSignal node1 = new WaitforSignal();
					node1.SetClassNameString("WaitforSignal");
					node1.SetId(1);
#if !BEHAVIAC_RELEASE
					node1.SetAgentType("AgentNodeTest");
#endif
					node0.AddChild(node1);
					{
						Or node2 = new Or();
						node2.SetClassNameString("Or");
						node2.SetId(2);
#if !BEHAVIAC_RELEASE
						node2.SetAgentType("AgentNodeTest");
#endif
						node1.SetCustomCondition(node2);
						{
							And node3 = new And();
							node3.SetClassNameString("And");
							node3.SetId(3);
#if !BEHAVIAC_RELEASE
							node3.SetAgentType("AgentNodeTest");
#endif
							node2.AddChild(node3);
							{
								Condition_bt_node_test_action_ut_waitforsignal_2_node5 node5 = new Condition_bt_node_test_action_ut_waitforsignal_2_node5();
								node5.SetClassNameString("Condition");
								node5.SetId(5);
#if !BEHAVIAC_RELEASE
								node5.SetAgentType("AgentNodeTest");
#endif
								node3.AddChild(node5);
								node3.SetHasEvents(node3.HasEvents() | node5.HasEvents());
							}
							{
								Condition_bt_node_test_action_ut_waitforsignal_2_node6 node6 = new Condition_bt_node_test_action_ut_waitforsignal_2_node6();
								node6.SetClassNameString("Condition");
								node6.SetId(6);
#if !BEHAVIAC_RELEASE
								node6.SetAgentType("AgentNodeTest");
#endif
								node3.AddChild(node6);
								node3.SetHasEvents(node3.HasEvents() | node6.HasEvents());
							}
							node2.SetHasEvents(node2.HasEvents() | node3.HasEvents());
						}
						{
							Condition_bt_node_test_action_ut_waitforsignal_2_node7 node7 = new Condition_bt_node_test_action_ut_waitforsignal_2_node7();
							node7.SetClassNameString("Condition");
							node7.SetId(7);
#if !BEHAVIAC_RELEASE
							node7.SetAgentType("AgentNodeTest");
#endif
							node2.AddChild(node7);
							node2.SetHasEvents(node2.HasEvents() | node7.HasEvents());
						}
						node1.SetHasEvents(node1.HasEvents() | node2.HasEvents());
					}
					node0.SetHasEvents(node0.HasEvents() | node1.HasEvents());
				}
				{
					Assignment_bt_node_test_action_ut_waitforsignal_2_node4 node4 = new Assignment_bt_node_test_action_ut_waitforsignal_2_node4();
					node4.SetClassNameString("Assignment");
					node4.SetId(4);
#if !BEHAVIAC_RELEASE
					node4.SetAgentType("AgentNodeTest");
#endif
					node0.AddChild(node4);
					node0.SetHasEvents(node0.HasEvents() | node4.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("node_test/event_ut_2");
			bt.IsFSM = false;
#if !BEHAVIAC_RELEASE
			bt.SetAgentType("ChildNodeTest");
#endif
			// children
			{
				Sequence node0 = new Sequence();
				node0.SetClassNameString("Sequence");
				node0.SetId(0);
#if !BEHAVIAC_RELEASE
				node0.SetAgentType("ChildNodeTest");
#endif
				// attachments
				{
					Event_bt_node_test_event_ut_2_attach1 attach1 = new Event_bt_node_test_event_ut_2_attach1();
					attach1.SetClassNameString("Event");
					attach1.SetId(1);
#if !BEHAVIAC_RELEASE
					attach1.SetAgentType("ChildNodeTest");
#endif
					node0.Attach(attach1, false, false, false);
					node0.SetHasEvents(node0.HasEvents() | (attach1 is Event));
				}
				bt.AddChild(node0);
				{
					WaitforSignal node5 = new WaitforSignal();
					node5.SetClassNameString("WaitforSignal");
					node5.SetId(5);
#if !BEHAVIAC_RELEASE
					node5.SetAgentType("ChildNodeTest");
#endif
					node0.AddChild(node5);
					{
						Condition_bt_node_test_event_ut_2_node6 node6 = new Condition_bt_node_test_event_ut_2_node6();
						node6.SetClassNameString("Condition");
						node6.SetId(6);
#if !BEHAVIAC_RELEASE
						node6.SetAgentType("ChildNodeTest");
#endif
						node5.SetCustomCondition(node6);
						node5.SetHasEvents(node5.HasEvents() | node6.HasEvents());
					}
					node0.SetHasEvents(node0.HasEvents() | node5.HasEvents());
				}
				{
					Action_bt_node_test_event_ut_2_node7 node7 = new Action_bt_node_test_event_ut_2_node7();
					node7.SetClassNameString("Action");
					node7.SetId(7);
#if !BEHAVIAC_RELEASE
					node7.SetAgentType("ChildNodeTest");
#endif
					node0.AddChild(node7);
					node0.SetHasEvents(node0.HasEvents() | node7.HasEvents());
				}
				bt.SetHasEvents(bt.HasEvents() | node0.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("node_test/enter_exit_action_ut_2");
			bt.IsFSM = false;
#if !BEHAVIAC_RELEASE
			bt.SetAgentType("AgentNodeTest");
#endif
			// children
			{
				Parallel_bt_node_test_enter_exit_action_ut_2_node0 node0 = new Parallel_bt_node_test_enter_exit_action_ut_2_node0();
				node0.SetClassNameString("Parallel");
				node0.SetId(0);
#if !BEHAVIAC_RELEASE
				node0.SetAgentType("AgentNodeTest");
#endif
				// attachments
				{
					Precondition_bt_node_test_enter_exit_action_ut_2_attach1 attach1 = new Precondition_bt_node_test_enter_exit_action_ut_2_attach1();
					attach1.SetClassNameString("Precondition");
					attach1.SetId(1);
#if !BEHAVIAC_RELEASE
					attach1.SetAgentType("AgentNodeTest");
#endif
					node0.Attach(attach1, true, false, false);
				}
				{
					Effector_bt_node_test_enter_exit_action_ut_2_attach2 attach2 = new Effector_bt_node_test_enter_exit_action_ut_2_attach2();
					attach2.SetClassNameString("Effector");
					attach2.SetId(2);
#if !BEHAVIAC_RELEASE
					attach2.SetAgentType("AgentNodeTest");
#endif
					node0.Attach(attach2, false, true, false);
				}
				bt.AddChild(node0);
				{
					WaitforSignal node3 = new WaitforSignal();
					node3.SetClassNameString("WaitforSignal");
					node3.SetId(3);
#if !BEHAVIAC_RELEASE
					node3.SetAgentType("AgentNodeTest");
#endif
					// attachments
					{
						Precondition_bt_node_test_enter_exit_action_ut_2_attach4 attach4 = new Precondition_bt_node_test_enter_exit_action_ut_2_attach4();
						attach4.SetClassNameString("Precondition");
						attach4.SetId(4);
#if !BEHAVIAC_RELEASE
						attach4.SetAgentType("AgentNodeTest");
#endif
						node3.Attach(attach4, true, false, false);
					}
					{
						Effector_bt_node_test_enter_exit_action_ut_2_attach5 attach5 = new Effector_bt_node_test_enter_exit_action_ut_2_attach5();
						attach5.SetClassNameString("Effector");
						attach5.SetId(5);
#if !BEHAVIAC_RELEASE
						attach5.SetAgentType("AgentNodeTest");
#endif
						node3.Attach(attach5, false, true, false);
					}
					node0.AddChild(node3);
					{
						Condition_bt_node_test_enter_exit_action_ut_2_node8 node8 = new Condition_bt_node_test_enter_exit_action_ut_2_node8();
						node8.SetClassNameString("Condition");
						node8.SetId(8);
#if !BEHAVIAC_RELEASE
						node8.SetAgentType("AgentNodeTest");
#endif
						node3.SetCustomCondition(node8);
						node3.SetHasEvents(node3.HasEvents() | node8.HasEvents());
					}
					node0.SetHasEvents(node0.HasEvents() | node3.HasEvents());
				}
				{
					Action_bt_node_test_enter_exit_action_ut_2_node9 node9 = new Action_bt_node_test_enter_exit_action_ut_2_node9();
					node9.SetClassNameString("Action");
					node9.SetId(9);
#if !BEHAVIAC_RELEASE
					node9.SetAgentType("AgentNodeTest");
#endif
					// attachments
					{
						Precondition_bt_node_test_enter_exit_action_ut_2_attach6 attach6 = new Precondition_bt_node_test_enter_exit_action_ut_2_attach6();
						attach6.SetClassNameString("Precondition");
						attach6.SetId(6);
#if !BEHAVIAC_RELEASE
						attach6.SetAgentType("AgentNodeTest");
#endif
						node9.Attach(attach6, true, false, false);
					}
					{
						Effector_bt_node_test_enter_exit_action_ut_2_attach7 attach7 = new Effector_bt_node_test_enter_exit_action_ut_2_attach7();
						attach7.SetClassNameString("Effector");
						attach7.SetId(7);
#if !BEHAVIAC_RELEASE
						attach7.SetAgentType("AgentNodeTest");
#endif
						node9.Attach(attach7, false, true, false);
					}
					node0.AddChild(node9);
					node0.SetHasEvents(node0.HasEvents() | node9.HasEvents());
				}
				bt.SetHasEvents(bt.HasEvents() | node0.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("node_test/enter_exit_action_ut_0");
			bt.IsFSM = false;
#if !BEHAVIAC_RELEASE
			bt.SetAgentType("AgentNodeTest");
#endif
			// children
			{
				Sequence node0 = new Sequence();
				node0.SetClassNameString("Sequence");
				node0.SetId(0);
#if !BEHAVIAC_RELEASE
				node0.SetAgentType("AgentNodeTest");
#endif
				// attachments
				{
					Precondition_bt_node_test_enter_exit_action_ut_0_attach1 attach1 = new Precondition_bt_node_test_enter_exit_action_ut_0_attach1();
					attach1.SetClassNameString("Precondition");
					attach1.SetId(1);
#if !BEHAVIAC_RELEASE
					attach1.SetAgentType("AgentNodeTest");
#endif
					node0.Attach(attach1, true, false, false);
				}
				{
					Effector_bt_node_test_enter_exit_action_ut_0_attach2 attach2 = new Effector_bt_node_test_enter_exit_action_ut_0_attach2();
					attach2.SetClassNameString("Effector");
					attach2.SetId(2);
#if !BEHAVIAC_RELEASE
					attach2.SetAgentType("AgentNodeTest");
#endif
					node0.Attach(attach2, false, true, false);
				}
				bt.AddChild(node0);
				{
					Selector node6 = new Selector();
					node6.SetClassNameString("Selector");
					node6.SetId(6);
#if !BEHAVIAC_RELEASE
					node6.SetAgentType("AgentNodeTest");
#endif
					// attachments
					{
						Precondition_bt_node_test_enter_exit_action_ut_0_attach3 attach3 = new Precondition_bt_node_test_enter_exit_action_ut_0_attach3();
						attach3.SetClassNameString("Precondition");
						attach3.SetId(3);
#if !BEHAVIAC_RELEASE
						attach3.SetAgentType("AgentNodeTest");
#endif
						node6.Attach(attach3, true, false, false);
					}
					{
						Effector_bt_node_test_enter_exit_action_ut_0_attach4 attach4 = new Effector_bt_node_test_enter_exit_action_ut_0_attach4();
						attach4.SetClassNameString("Effector");
						attach4.SetId(4);
#if !BEHAVIAC_RELEASE
						attach4.SetAgentType("AgentNodeTest");
#endif
						node6.Attach(attach4, false, true, false);
					}
					node0.AddChild(node6);
					{
						WaitforSignal node7 = new WaitforSignal();
						node7.SetClassNameString("WaitforSignal");
						node7.SetId(7);
#if !BEHAVIAC_RELEASE
						node7.SetAgentType("AgentNodeTest");
#endif
						node6.AddChild(node7);
						{
							Condition_bt_node_test_enter_exit_action_ut_0_node5 node5 = new Condition_bt_node_test_enter_exit_action_ut_0_node5();
							node5.SetClassNameString("Condition");
							node5.SetId(5);
#if !BEHAVIAC_RELEASE
							node5.SetAgentType("AgentNodeTest");
#endif
							node7.SetCustomCondition(node5);
							node7.SetHasEvents(node7.HasEvents() | node5.HasEvents());
						}
						node6.SetHasEvents(node6.HasEvents() | node7.HasEvents());
					}
					{
						True node8 = new True();
						node8.SetClassNameString("True");
						node8.SetId(8);
#if !BEHAVIAC_RELEASE
						node8.SetAgentType("AgentNodeTest");
#endif
						node6.AddChild(node8);
						node6.SetHasEvents(node6.HasEvents() | node8.HasEvents());
					}
					node0.SetHasEvents(node0.HasEvents() | node6.HasEvents());
				}
				{
					True node9 = new True();
					node9.SetClassNameString("True");
					node9.SetId(9);
#if !BEHAVIAC_RELEASE
					node9.SetAgentType("AgentNodeTest");
#endif
					node0.AddChild(node9);
					node0.SetHasEvents(node0.HasEvents() | node9.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("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 #7
0
 public static bool build_behavior_tree(BehaviorTree bt)
 {
     bt.SetClassNameString("BehaviorTree");
     bt.SetId(-1);
     bt.SetName("Level_Survival");
     #if !BEHAVIAC_RELEASE
     bt.SetAgentType("GameLevelCommon");
     #endif
     // pars
     bt.AddPar("int", "parT_EnemyCount", "0", "");
     bt.AddPar("int", "parT_AwardType", "0", "");
     bt.AddPar("float", "parT_rotateSpeed", "0", "");
     bt.AddPar("int", "parT_PlayerLifeCount", "0", "");
     bt.AddPar("int", "parT_PlayerID", "1", "");
     bt.AddPar("bool", "parT_GameStopped", "false", "");
     // children
     {
         Sequence node23 = new Sequence();
         node23.SetClassNameString("Sequence");
         node23.SetId(23);
     #if !BEHAVIAC_RELEASE
         node23.SetAgentType("GameLevelCommon");
     #endif
         bt.AddChild(node23);
         {
             Assignment_bt_Level_Survival_node36 node36 = new Assignment_bt_Level_Survival_node36();
             node36.SetClassNameString("Assignment");
             node36.SetId(36);
     #if !BEHAVIAC_RELEASE
             node36.SetAgentType("GameLevelCommon");
     #endif
             node23.AddChild(node36);
             node23.SetHasEvents(node23.HasEvents() | node36.HasEvents());
         }
         {
             Action_bt_Level_Survival_node28 node28 = new Action_bt_Level_Survival_node28();
             node28.SetClassNameString("Action");
             node28.SetId(28);
     #if !BEHAVIAC_RELEASE
             node28.SetAgentType("GameLevelCommon");
     #endif
             node23.AddChild(node28);
             node23.SetHasEvents(node23.HasEvents() | node28.HasEvents());
         }
         {
             DecoratorLoop_bt_Level_Survival_node27 node27 = new DecoratorLoop_bt_Level_Survival_node27();
             node27.SetClassNameString("DecoratorLoop");
             node27.SetId(27);
     #if !BEHAVIAC_RELEASE
             node27.SetAgentType("GameLevelCommon");
     #endif
             node23.AddChild(node27);
             {
                 Parallel_bt_Level_Survival_node0 node0 = new Parallel_bt_Level_Survival_node0();
                 node0.SetClassNameString("Parallel");
                 node0.SetId(0);
     #if !BEHAVIAC_RELEASE
                 node0.SetAgentType("GameLevelCommon");
     #endif
                 node27.AddChild(node0);
                 {
                     Sequence node5 = new Sequence();
                     node5.SetClassNameString("Sequence");
                     node5.SetId(5);
     #if !BEHAVIAC_RELEASE
                     node5.SetAgentType("GameLevelCommon");
     #endif
                     node0.AddChild(node5);
                     {
                         Wait_bt_Level_Survival_node6 node6 = new Wait_bt_Level_Survival_node6();
                         node6.SetClassNameString("Wait");
                         node6.SetId(6);
     #if !BEHAVIAC_RELEASE
                         node6.SetAgentType("GameLevelCommon");
     #endif
                         node5.AddChild(node6);
                         node5.SetHasEvents(node5.HasEvents() | node6.HasEvents());
                     }
                     {
                         Assignment_bt_Level_Survival_node1 node1 = new Assignment_bt_Level_Survival_node1();
                         node1.SetClassNameString("Assignment");
                         node1.SetId(1);
     #if !BEHAVIAC_RELEASE
                         node1.SetAgentType("GameLevelCommon");
     #endif
                         node5.AddChild(node1);
                         node5.SetHasEvents(node5.HasEvents() | node1.HasEvents());
                     }
                     {
                         Action_bt_Level_Survival_node17 node17 = new Action_bt_Level_Survival_node17();
                         node17.SetClassNameString("Action");
                         node17.SetId(17);
     #if !BEHAVIAC_RELEASE
                         node17.SetAgentType("GameLevelCommon");
     #endif
                         node5.AddChild(node17);
                         node5.SetHasEvents(node5.HasEvents() | node17.HasEvents());
                     }
                     {
                         Wait_bt_Level_Survival_node2 node2 = new Wait_bt_Level_Survival_node2();
                         node2.SetClassNameString("Wait");
                         node2.SetId(2);
     #if !BEHAVIAC_RELEASE
                         node2.SetAgentType("GameLevelCommon");
     #endif
                         node5.AddChild(node2);
                         node5.SetHasEvents(node5.HasEvents() | node2.HasEvents());
                     }
                     node0.SetHasEvents(node0.HasEvents() | node5.HasEvents());
                 }
                 {
                     Sequence node3 = new Sequence();
                     node3.SetClassNameString("Sequence");
                     node3.SetId(3);
     #if !BEHAVIAC_RELEASE
                     node3.SetAgentType("GameLevelCommon");
     #endif
                     node0.AddChild(node3);
                     {
                         Assignment_bt_Level_Survival_node9 node9 = new Assignment_bt_Level_Survival_node9();
                         node9.SetClassNameString("Assignment");
                         node9.SetId(9);
     #if !BEHAVIAC_RELEASE
                         node9.SetAgentType("GameLevelCommon");
     #endif
                         node3.AddChild(node9);
                         node3.SetHasEvents(node3.HasEvents() | node9.HasEvents());
                     }
                     {
                         Condition_bt_Level_Survival_node11 node11 = new Condition_bt_Level_Survival_node11();
                         node11.SetClassNameString("Condition");
                         node11.SetId(11);
     #if !BEHAVIAC_RELEASE
                         node11.SetAgentType("GameLevelCommon");
     #endif
                         node3.AddChild(node11);
                         node3.SetHasEvents(node3.HasEvents() | node11.HasEvents());
                     }
                     {
                         Action_bt_Level_Survival_node18 node18 = new Action_bt_Level_Survival_node18();
                         node18.SetClassNameString("Action");
                         node18.SetId(18);
     #if !BEHAVIAC_RELEASE
                         node18.SetAgentType("GameLevelCommon");
     #endif
                         node3.AddChild(node18);
                         node3.SetHasEvents(node3.HasEvents() | node18.HasEvents());
                     }
                     {
                         Wait_bt_Level_Survival_node10 node10 = new Wait_bt_Level_Survival_node10();
                         node10.SetClassNameString("Wait");
                         node10.SetId(10);
     #if !BEHAVIAC_RELEASE
                         node10.SetAgentType("GameLevelCommon");
     #endif
                         node3.AddChild(node10);
                         node3.SetHasEvents(node3.HasEvents() | node10.HasEvents());
                     }
                     node0.SetHasEvents(node0.HasEvents() | node3.HasEvents());
                 }
                 {
                     WaitforSignal node13 = new WaitforSignal();
                     node13.SetClassNameString("WaitforSignal");
                     node13.SetId(13);
     #if !BEHAVIAC_RELEASE
                     node13.SetAgentType("GameLevelCommon");
     #endif
                     // attachments
                     {
                         Predicate_bt_Level_Survival_attach19 attach19 = new Predicate_bt_Level_Survival_attach19();
                         attach19.SetClassNameString("Predicate");
                         attach19.SetId(19);
     #if !BEHAVIAC_RELEASE
                         attach19.SetAgentType("GameLevelCommon");
     #endif
                         node13.Attach(attach19);
                     }
                     node0.AddChild(node13);
                     {
                         DecoratorAlwaysSuccess_bt_Level_Survival_node20 node20 = new DecoratorAlwaysSuccess_bt_Level_Survival_node20();
                         node20.SetClassNameString("DecoratorAlwaysSuccess");
                         node20.SetId(20);
     #if !BEHAVIAC_RELEASE
                         node20.SetAgentType("GameLevelCommon");
     #endif
                         node13.AddChild(node20);
                         {
                             Sequence node25 = new Sequence();
                             node25.SetClassNameString("Sequence");
                             node25.SetId(25);
     #if !BEHAVIAC_RELEASE
                             node25.SetAgentType("GameLevelCommon");
     #endif
                             node20.AddChild(node25);
                             {
                                 Wait_bt_Level_Survival_node26 node26 = new Wait_bt_Level_Survival_node26();
                                 node26.SetClassNameString("Wait");
                                 node26.SetId(26);
     #if !BEHAVIAC_RELEASE
                                 node26.SetAgentType("GameLevelCommon");
     #endif
                                 node25.AddChild(node26);
                                 node25.SetHasEvents(node25.HasEvents() | node26.HasEvents());
                             }
                             {
                                 Assignment_bt_Level_Survival_node24 node24 = new Assignment_bt_Level_Survival_node24();
                                 node24.SetClassNameString("Assignment");
                                 node24.SetId(24);
     #if !BEHAVIAC_RELEASE
                                 node24.SetAgentType("GameLevelCommon");
     #endif
                                 node25.AddChild(node24);
                                 node25.SetHasEvents(node25.HasEvents() | node24.HasEvents());
                             }
                             {
                                 Condition_bt_Level_Survival_node21 node21 = new Condition_bt_Level_Survival_node21();
                                 node21.SetClassNameString("Condition");
                                 node21.SetId(21);
     #if !BEHAVIAC_RELEASE
                                 node21.SetAgentType("GameLevelCommon");
     #endif
                                 node25.AddChild(node21);
                                 node25.SetHasEvents(node25.HasEvents() | node21.HasEvents());
                             }
                             {
                                 Action_bt_Level_Survival_node22 node22 = new Action_bt_Level_Survival_node22();
                                 node22.SetClassNameString("Action");
                                 node22.SetId(22);
     #if !BEHAVIAC_RELEASE
                                 node22.SetAgentType("GameLevelCommon");
     #endif
                                 node25.AddChild(node22);
                                 node25.SetHasEvents(node25.HasEvents() | node22.HasEvents());
                             }
                             {
                                 Compute_bt_Level_Survival_node38 node38 = new Compute_bt_Level_Survival_node38();
                                 node38.SetClassNameString("Compute");
                                 node38.SetId(38);
     #if !BEHAVIAC_RELEASE
                                 node38.SetAgentType("GameLevelCommon");
     #endif
                                 node25.AddChild(node38);
                                 node25.SetHasEvents(node25.HasEvents() | node38.HasEvents());
                             }
                             {
                                 Action_bt_Level_Survival_node39 node39 = new Action_bt_Level_Survival_node39();
                                 node39.SetClassNameString("Action");
                                 node39.SetId(39);
     #if !BEHAVIAC_RELEASE
                                 node39.SetAgentType("GameLevelCommon");
     #endif
                                 node25.AddChild(node39);
                                 node25.SetHasEvents(node25.HasEvents() | node39.HasEvents());
                             }
                             node20.SetHasEvents(node20.HasEvents() | node25.HasEvents());
                         }
                         node13.SetHasEvents(node13.HasEvents() | node20.HasEvents());
                     }
                     node0.SetHasEvents(node0.HasEvents() | node13.HasEvents());
                 }
                 {
                     Sequence node29 = new Sequence();
                     node29.SetClassNameString("Sequence");
                     node29.SetId(29);
     #if !BEHAVIAC_RELEASE
                     node29.SetAgentType("GameLevelCommon");
     #endif
                     node0.AddChild(node29);
                     {
                         And node30 = new And();
                         node30.SetClassNameString("And");
                         node30.SetId(30);
     #if !BEHAVIAC_RELEASE
                         node30.SetAgentType("GameLevelCommon");
     #endif
                         node29.AddChild(node30);
                         {
                             Condition_bt_Level_Survival_node31 node31 = new Condition_bt_Level_Survival_node31();
                             node31.SetClassNameString("Condition");
                             node31.SetId(31);
     #if !BEHAVIAC_RELEASE
                             node31.SetAgentType("GameLevelCommon");
     #endif
                             node30.AddChild(node31);
                             node30.SetHasEvents(node30.HasEvents() | node31.HasEvents());
                         }
                         {
                             Condition_bt_Level_Survival_node32 node32 = new Condition_bt_Level_Survival_node32();
                             node32.SetClassNameString("Condition");
                             node32.SetId(32);
     #if !BEHAVIAC_RELEASE
                             node32.SetAgentType("GameLevelCommon");
     #endif
                             node30.AddChild(node32);
                             node30.SetHasEvents(node30.HasEvents() | node32.HasEvents());
                         }
                         {
                             Condition_bt_Level_Survival_node34 node34 = new Condition_bt_Level_Survival_node34();
                             node34.SetClassNameString("Condition");
                             node34.SetId(34);
     #if !BEHAVIAC_RELEASE
                             node34.SetAgentType("GameLevelCommon");
     #endif
                             node30.AddChild(node34);
                             node30.SetHasEvents(node30.HasEvents() | node34.HasEvents());
                         }
                         node29.SetHasEvents(node29.HasEvents() | node30.HasEvents());
                     }
                     {
                         Wait_bt_Level_Survival_node37 node37 = new Wait_bt_Level_Survival_node37();
                         node37.SetClassNameString("Wait");
                         node37.SetId(37);
     #if !BEHAVIAC_RELEASE
                         node37.SetAgentType("GameLevelCommon");
     #endif
                         node29.AddChild(node37);
                         node29.SetHasEvents(node29.HasEvents() | node37.HasEvents());
                     }
                     {
                         Action_bt_Level_Survival_node7 node7 = new Action_bt_Level_Survival_node7();
                         node7.SetClassNameString("Action");
                         node7.SetId(7);
     #if !BEHAVIAC_RELEASE
                         node7.SetAgentType("GameLevelCommon");
     #endif
                         node29.AddChild(node7);
                         node29.SetHasEvents(node29.HasEvents() | node7.HasEvents());
                     }
                     {
                         Wait_bt_Level_Survival_node4 node4 = new Wait_bt_Level_Survival_node4();
                         node4.SetClassNameString("Wait");
                         node4.SetId(4);
     #if !BEHAVIAC_RELEASE
                         node4.SetAgentType("GameLevelCommon");
     #endif
                         node29.AddChild(node4);
                         node29.SetHasEvents(node29.HasEvents() | node4.HasEvents());
                     }
                     {
                         Action_bt_Level_Survival_node33 node33 = new Action_bt_Level_Survival_node33();
                         node33.SetClassNameString("Action");
                         node33.SetId(33);
     #if !BEHAVIAC_RELEASE
                         node33.SetAgentType("GameLevelCommon");
     #endif
                         node29.AddChild(node33);
                         node29.SetHasEvents(node29.HasEvents() | node33.HasEvents());
                     }
                     {
                         Assignment_bt_Level_Survival_node35 node35 = new Assignment_bt_Level_Survival_node35();
                         node35.SetClassNameString("Assignment");
                         node35.SetId(35);
     #if !BEHAVIAC_RELEASE
                         node35.SetAgentType("GameLevelCommon");
     #endif
                         node29.AddChild(node35);
                         node29.SetHasEvents(node29.HasEvents() | node35.HasEvents());
                     }
                     node0.SetHasEvents(node0.HasEvents() | node29.HasEvents());
                 }
                 node27.SetHasEvents(node27.HasEvents() | node0.HasEvents());
             }
             node23.SetHasEvents(node23.HasEvents() | node27.HasEvents());
         }
         bt.SetHasEvents(bt.HasEvents() | node23.HasEvents());
     }
     return true;
 }
コード例 #8
0
ファイル: generated_behaviors.cs プロジェクト: nusus/behaviac
 public static bool build_behavior_tree(BehaviorTree bt)
 {
     bt.SetClassNameString("BehaviorTree");
     bt.SetId(-1);
     bt.SetName("node_test/action_ut_waitforsignal_2");
     #if !BEHAVIAC_RELEASE
     bt.SetAgentType("AgentNodeTest");
     #endif
     // children
     {
         Sequence node0 = new Sequence();
         node0.SetClassNameString("Sequence");
         node0.SetId(0);
     #if !BEHAVIAC_RELEASE
         node0.SetAgentType("AgentNodeTest");
     #endif
         bt.AddChild(node0);
         {
             WaitforSignal node1 = new WaitforSignal();
             node1.SetClassNameString("WaitforSignal");
             node1.SetId(1);
     #if !BEHAVIAC_RELEASE
             node1.SetAgentType("AgentNodeTest");
     #endif
             // attachments
             {
                 Predicate_bt_node_test_action_ut_waitforsignal_2_attach2 attach2 = new Predicate_bt_node_test_action_ut_waitforsignal_2_attach2();
                 attach2.SetClassNameString("Predicate");
                 attach2.SetId(2);
     #if !BEHAVIAC_RELEASE
                 attach2.SetAgentType("AgentNodeTest");
     #endif
                 node1.Attach(attach2);
             }
             {
                 Predicate_bt_node_test_action_ut_waitforsignal_2_attach5 attach5 = new Predicate_bt_node_test_action_ut_waitforsignal_2_attach5();
                 attach5.SetClassNameString("Predicate");
                 attach5.SetId(5);
     #if !BEHAVIAC_RELEASE
                 attach5.SetAgentType("AgentNodeTest");
     #endif
                 node1.Attach(attach5);
             }
             {
                 Predicate_bt_node_test_action_ut_waitforsignal_2_attach6 attach6 = new Predicate_bt_node_test_action_ut_waitforsignal_2_attach6();
                 attach6.SetClassNameString("Predicate");
                 attach6.SetId(6);
     #if !BEHAVIAC_RELEASE
                 attach6.SetAgentType("AgentNodeTest");
     #endif
                 node1.Attach(attach6);
             }
             node0.AddChild(node1);
             node0.SetHasEvents(node0.HasEvents() | node1.HasEvents());
         }
         {
             Assignment_bt_node_test_action_ut_waitforsignal_2_node4 node4 = new Assignment_bt_node_test_action_ut_waitforsignal_2_node4();
             node4.SetClassNameString("Assignment");
             node4.SetId(4);
     #if !BEHAVIAC_RELEASE
             node4.SetAgentType("AgentNodeTest");
     #endif
             node0.AddChild(node4);
             node0.SetHasEvents(node0.HasEvents() | node4.HasEvents());
         }
         bt.SetHasEvents(bt.HasEvents() | node0.HasEvents());
     }
     return true;
 }
コード例 #9
0
ファイル: generated_behaviors.cs プロジェクト: nusus/behaviac
 public static bool build_behavior_tree(BehaviorTree bt)
 {
     bt.SetClassNameString("BehaviorTree");
     bt.SetId(-1);
     bt.SetName("node_test/event_ut_0");
     #if !BEHAVIAC_RELEASE
     bt.SetAgentType("AgentNodeTest");
     #endif
     // attachments
     {
         Event_bt_node_test_event_ut_0_attach1 attach1 = new Event_bt_node_test_event_ut_0_attach1();
         attach1.SetClassNameString("Event");
         attach1.SetId(1);
     #if !BEHAVIAC_RELEASE
         attach1.SetAgentType("AgentNodeTest");
     #endif
         attach1.Initialize("Self.AgentNodeTest::event_test_void()", "node_test/event_subtree_0", TriggerMode.TM_Return, false);
         bt.Attach(attach1);
         bt.SetHasEvents(bt.HasEvents() | (attach1 is Event));
     }
     {
         Event_bt_node_test_event_ut_0_attach2 attach2 = new Event_bt_node_test_event_ut_0_attach2();
         attach2.SetClassNameString("Event");
         attach2.SetId(2);
     #if !BEHAVIAC_RELEASE
         attach2.SetAgentType("AgentNodeTest");
     #endif
         attach2.Initialize("Self.AgentNodeTest::event_test_int(0)", "node_test/event_subtree_1", TriggerMode.TM_Return, false);
         // pars
         attach2.AddPar("int", "par_event_param_int", "0", "AgentNodeTest::event_test_int::param0");
         bt.Attach(attach2);
         bt.SetHasEvents(bt.HasEvents() | (attach2 is Event));
     }
     {
         Event_bt_node_test_event_ut_0_attach3 attach3 = new Event_bt_node_test_event_ut_0_attach3();
         attach3.SetClassNameString("Event");
         attach3.SetId(3);
     #if !BEHAVIAC_RELEASE
         attach3.SetAgentType("AgentNodeTest");
     #endif
         attach3.Initialize("Self.AgentNodeTest::event_test_int_bool(0,false)", "node_test/event_subtree_2", TriggerMode.TM_Return, false);
         // pars
         attach3.AddPar("int", "par_event_param_int", "0", "AgentNodeTest::event_test_int_bool::param0");
         attach3.AddPar("bool", "par_event_param_int_bool", "false", "AgentNodeTest::event_test_int_bool::param1");
         bt.Attach(attach3);
         bt.SetHasEvents(bt.HasEvents() | (attach3 is Event));
     }
     {
         Event_bt_node_test_event_ut_0_attach4 attach4 = new Event_bt_node_test_event_ut_0_attach4();
         attach4.SetClassNameString("Event");
         attach4.SetId(4);
     #if !BEHAVIAC_RELEASE
         attach4.SetAgentType("AgentNodeTest");
     #endif
         attach4.Initialize("Self.AgentNodeTest::event_test_int_bool_float(0,false,0)", "node_test/event_subtree_3", TriggerMode.TM_Return, false);
         // pars
         attach4.AddPar("int", "par_event_param_int", "0", "AgentNodeTest::event_test_int_bool_float::param0");
         attach4.AddPar("bool", "par_event_param_bool", "false", "AgentNodeTest::event_test_int_bool_float::param1");
         attach4.AddPar("float", "par_event_param_float", "0", "AgentNodeTest::event_test_int_bool_float::param2");
         bt.Attach(attach4);
         bt.SetHasEvents(bt.HasEvents() | (attach4 is Event));
     }
     // children
     {
         Sequence node0 = new Sequence();
         node0.SetClassNameString("Sequence");
         node0.SetId(0);
     #if !BEHAVIAC_RELEASE
         node0.SetAgentType("AgentNodeTest");
     #endif
         bt.AddChild(node0);
         {
             WaitforSignal node5 = new WaitforSignal();
             node5.SetClassNameString("WaitforSignal");
             node5.SetId(5);
     #if !BEHAVIAC_RELEASE
             node5.SetAgentType("AgentNodeTest");
     #endif
             // attachments
             {
                 Predicate_bt_node_test_event_ut_0_attach6 attach6 = new Predicate_bt_node_test_event_ut_0_attach6();
                 attach6.SetClassNameString("Predicate");
                 attach6.SetId(6);
     #if !BEHAVIAC_RELEASE
                 attach6.SetAgentType("AgentNodeTest");
     #endif
                 node5.Attach(attach6);
             }
             node0.AddChild(node5);
             node0.SetHasEvents(node0.HasEvents() | node5.HasEvents());
         }
         {
             Action_bt_node_test_event_ut_0_node7 node7 = new Action_bt_node_test_event_ut_0_node7();
             node7.SetClassNameString("Action");
             node7.SetId(7);
     #if !BEHAVIAC_RELEASE
             node7.SetAgentType("AgentNodeTest");
     #endif
             node0.AddChild(node7);
             node0.SetHasEvents(node0.HasEvents() | node7.HasEvents());
         }
         bt.SetHasEvents(bt.HasEvents() | node0.HasEvents());
     }
     return true;
 }
コード例 #10
0
ファイル: generated_behaviors.cs プロジェクト: nusus/behaviac
 public static bool build_behavior_tree(BehaviorTree bt)
 {
     bt.SetClassNameString("BehaviorTree");
     bt.SetId(-1);
     bt.SetName("node_test/enter_exit_action_ut_0");
     #if !BEHAVIAC_RELEASE
     bt.SetAgentType("AgentNodeTest");
     #endif
     // children
     {
         Sequence_bt_node_test_enter_exit_action_ut_0_node0 node0 = new Sequence_bt_node_test_enter_exit_action_ut_0_node0();
         node0.SetClassNameString("Sequence");
         node0.SetId(0);
     #if !BEHAVIAC_RELEASE
         node0.SetAgentType("AgentNodeTest");
     #endif
         bt.AddChild(node0);
         {
             Selector_bt_node_test_enter_exit_action_ut_0_node1 node1 = new Selector_bt_node_test_enter_exit_action_ut_0_node1();
             node1.SetClassNameString("Selector");
             node1.SetId(1);
     #if !BEHAVIAC_RELEASE
             node1.SetAgentType("AgentNodeTest");
     #endif
             node0.AddChild(node1);
             {
                 WaitforSignal node3 = new WaitforSignal();
                 node3.SetClassNameString("WaitforSignal");
                 node3.SetId(3);
     #if !BEHAVIAC_RELEASE
                 node3.SetAgentType("AgentNodeTest");
     #endif
                 // attachments
                 {
                     Predicate_bt_node_test_enter_exit_action_ut_0_attach5 attach5 = new Predicate_bt_node_test_enter_exit_action_ut_0_attach5();
                     attach5.SetClassNameString("Predicate");
                     attach5.SetId(5);
     #if !BEHAVIAC_RELEASE
                     attach5.SetAgentType("AgentNodeTest");
     #endif
                     node3.Attach(attach5);
                 }
                 node1.AddChild(node3);
                 node1.SetHasEvents(node1.HasEvents() | node3.HasEvents());
             }
             {
                 True node4 = new True();
                 node4.SetClassNameString("True");
                 node4.SetId(4);
     #if !BEHAVIAC_RELEASE
                 node4.SetAgentType("AgentNodeTest");
     #endif
                 node1.AddChild(node4);
                 node1.SetHasEvents(node1.HasEvents() | node4.HasEvents());
             }
             node0.SetHasEvents(node0.HasEvents() | node1.HasEvents());
         }
         {
             True node2 = new True();
             node2.SetClassNameString("True");
             node2.SetId(2);
     #if !BEHAVIAC_RELEASE
             node2.SetAgentType("AgentNodeTest");
     #endif
             node0.AddChild(node2);
             node0.SetHasEvents(node0.HasEvents() | node2.HasEvents());
         }
         bt.SetHasEvents(bt.HasEvents() | node0.HasEvents());
     }
     return true;
 }