예제 #1
0
    // Setup references and default values
    void Start()
    {
        // Get ref to the parent team objects to fill out team lists
        Transform RedTeamT  = GameObject.Find("RedTeam").GetComponent <Transform>();
        Transform BlueTeamT = GameObject.Find("BlueTeam").GetComponent <Transform>();

        // Add all units to each team
        foreach (Transform child in RedTeamT)
        {
            RedTeam.Add(child.gameObject.GetComponent <Unit>());
        }
        foreach (Transform child in BlueTeamT)
        {
            BlueTeam.Add(child.gameObject.GetComponent <Unit>());
        }

        // Setting references
        layerMask      = LayerMask.GetMask("Units");
        tilemap        = GameObject.Find("GridTileMap").GetComponent <Tilemap>();
        tilemapFloor   = GameObject.Find("BackroundTileMap").GetComponent <Tilemap>(); //tile floor
        astar          = new Astar();                                                  // access to astar methods
        ActiveUnitText = GameObject.Find("ActiveUnitText").GetComponent <Text>();
        ActiveTeamText = GameObject.Find("ActiveTeamText").GetComponent <Text>();
        UnitStateText  = GameObject.Find("UnitStateText").GetComponent <Text>();
        EnergyText     = GameObject.Find("EnergyText").GetComponent <Text>();
        HPText         = GameObject.Find("HPText").GetComponent <Text>();

        // Set red as first turn
        RedTeamTurn = true;

        approachSequence = new BTSequence(new List <BTNode>
        {
            new MoveToEnemyTask(this),
        });

        attackSequence = new BTSequence(new List <BTNode>
        {
            new CheckForEnemyTask(this),
            new CheckEnemyHPTask(this),
            new AttackTask(this),
        });

        attackSafeSequence = new BTSequence(new List <BTNode>
        {
            new CheckForEnemyTask(this),
            new AttackSafeTask(this),
        });
        coverSequence = new BTSequence(new List <BTNode>
        {
            new MoveToCoverTask(this),
        });

        rootAI = new BTSelector(new List <BTNode>
        {
            approachSequence,
            attackSequence,
            attackSafeSequence,
            coverSequence,
        });
    }
예제 #2
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    public virtual void CreateBehaviourTree()
    {
        IsCoveredAvalibleBTNode isCoveredAvalibleBTNode = new IsCoveredAvalibleBTNode(avaliableCover, player, this);
        GoToCoverBTNode goToCoverBTNode = new GoToCoverBTNode(agent, this, controller);
        HealthBTNode healthBTNode = new HealthBTNode(controller);
        IsCoveredBTNode isCoveredBTNode = new IsCoveredBTNode(transform, player);
        ChaseBTNode chaseBTNode = new ChaseBTNode(player, agent, this);
        RangeBTNode chaseRange = new RangeBTNode(controller.ChaseRange, transform, player);
        ShootBTNode shootBTNode = new ShootBTNode(this, agent);
        RangeBTNode shootRangeBTNode = new RangeBTNode(controller.ShootRange, transform, player);
        ObstacleCheck obstacleCheck = new ObstacleCheck(transform, player);
        //IsShootAvailable isShootAvailable = new IsShootAvailable(transform, player);
        RangeBTNode meleeRange = new RangeBTNode(controller.MeleeRange, transform, player);
        MeleeBTNode meleeBTNode = new MeleeBTNode(this, agent);

        BTSequence chaseSequence = new BTSequence(new List<BTNode> { chaseRange, chaseBTNode });
        BTSequence shootSequence = new BTSequence(new List<BTNode> { shootRangeBTNode, obstacleCheck, shootBTNode });
        BTSequence meleeSequence = new BTSequence(new List<BTNode> { meleeRange, obstacleCheck, meleeBTNode });

        BTSequence goToCoverSequence = new BTSequence(new List<BTNode> { isCoveredAvalibleBTNode, goToCoverBTNode });
        BTSelector findCoverSelector = new BTSelector(new List<BTNode> { goToCoverSequence, chaseSequence });
        BTSelector tryToFindSelctor = new BTSelector(new List<BTNode> { isCoveredBTNode, findCoverSelector });
        BTSequence coverSequence = new BTSequence(new List<BTNode> { healthBTNode, tryToFindSelctor});

        rootNode = new BTSelector(new List<BTNode> { coverSequence, meleeSequence, shootSequence, chaseSequence });
    }
    void Start()
    {
        //INIT
        playerCtrl = player.gameObject.GetComponent <CharacterController>();

        //ACTIONS
        BTAction block        = new BTAction(Block);
        BTAction meleeAttack  = new BTAction(MeleeAttack);
        BTAction rangedAttack = new BTAction(RangedAttack);
        BTAction getCloser    = new BTAction(GetCloser);

        //CONDITIONS
        BTCondition playerAttacking = new BTCondition(PlayerAttacking);
        BTCondition playerMelee     = new BTCondition(PlayerMelee);
        BTCondition playerFar       = new BTCondition(PlayerFar);

        //TREE
        BTSequence       seqBlock           = new BTSequence(new IBTTask[] { playerAttacking, block });
        BTSequence       seqMelee           = new BTSequence(new IBTTask[] { playerMelee, meleeAttack });
        BTSequence       seqGetCloser       = new BTSequence(new IBTTask[] { playerFar, getCloser });
        BTDecorator      untilFailGetCloser = new BTDecoratorUntilFail(seqGetCloser);
        BTRandomSelector rselRanged         = new BTRandomSelector(new IBTTask[] { untilFailGetCloser, rangedAttack });
        BTSelector       selAttack          = new BTSelector(new IBTTask[] { seqMelee, rselRanged });

        root = new BTSelector(new IBTTask[] { seqBlock, selAttack });
    }
예제 #4
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        /* --------------------------------------------------------------------------------------------*/
        /* --------------------------------------------------------------------------------------------*/
        /* --------------------------------------------------------------------------------------------*/
        /* ------------------------------------- COMPOSITE NODES --------------------------------------*/
        /* --------------------------------------------------------------------------------------------*/
        /* --------------------------------------------------------------------------------------------*/
        /* --------------------------------------------------------------------------------------------*/
        public BTSequence Sequence(params BTNode[] cs)
        {
            BTSequence node = new BTSequence(cs);

            node.bt = this;
            return(node);
        }
예제 #5
0
파일: BTMonster.cs 프로젝트: zs9024/Jungle
    public override BTNode Init()
    {
        base.Init();
        animator = GetComponent<Animator>();

        BTSelector root = new BTSelector();

        BTActionDeath death = new BTActionDeath(gameObject);
        root.AddChild(death);

        //领地限制的分支,只能在该范围活动
        BTConditionEvaluator evaluatorTerritory = new BTConditionEvaluator(BTLogic.And, false, BT.BTConditionEvaluator.ClearChildOpt.OnNotRunning);

        evaluatorTerritory.AddConditional(new BTCheckWithinDistance(_database.transform, territoryDis, null, BTCheckWithinDistance.DataOpt.FixedPosition), true);
        BTSimpleParallel goHome = new BTSimpleParallel();
        {
            goHome.SetPrimaryChild(new BTActionCharacterMove(_database.transform, speed, 0.1f, null,BTActionMove.DataOpt.FixedPosition,BTActionMove.UsageOpt.Position, BTDataReadOpt.ReadEveryTick));
            goHome.AddChild(new BTActionPlayAnimation(animator, "Walk"));
        }
        evaluatorTerritory.child = goHome;
        root.AddChild(evaluatorTerritory);

        BTConditionEvaluator evaluatorTarget = new BTConditionEvaluator(BTLogic.And, true, BT.BTConditionEvaluator.ClearChildOpt.OnNotRunning);
        evaluatorTarget.AddConditional(new BTCheckExistence(_database.transform, defendDis, "Player", BTCheckExistence.CheckOpt.CheckSphere));
        //加一层组合,来判断进行哪个动作
        BTSelector actionSelector = new BTSelector();
        evaluatorTarget.child = actionSelector;
        //评估是否有碰撞
        BTConditionEvaluator evaluatorCollision = new BTConditionEvaluator(BTLogic.And, true, BT.BTConditionEvaluator.ClearChildOpt.OnNotRunning);
        BTCheckCollision collision = new BTCheckCollision("Player", tolerance, BTCheckCollision.CheckOpt.RayCast);

        evaluatorCollision.AddConditional(collision);
        BTSequence attackSubtre = new BTSequence();
        {
            attackSubtre.AddChild(new BTActionPlayAnimation(animator, "Attack"));
        }
        evaluatorCollision.child = attackSubtre;
        actionSelector.AddChild(evaluatorCollision);

        //没有碰撞则移动
        BTSimpleParallel moveTo = new BTSimpleParallel();
        {
            moveTo.SetPrimaryChild(new BTActionCharacterMove(_database.transform, speed, tolerance, target, BTDataReadOpt.ReadEveryTick));
            moveTo.AddChild(new BTActionPlayAnimation(animator, "Walk"));
        }
        actionSelector.AddChild(moveTo);

        root.AddChild(evaluatorTarget);

        //Idle分支
        BTActionPlayAnimation palyIdle = new BTActionPlayAnimation(animator, "Idle");
        root.AddChild(palyIdle);

        return root;
    }
예제 #6
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    protected virtual BTSequence MoveSequence()
    {
        BTSequence sequence = new BTSequence(new List <BTNode>()
        {
            //new CanMoveCondition(this),
            //new FaceMoveDirectionTask(this),
            new MoveToTask(this)
        });

        return(sequence);
    }
예제 #7
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    protected virtual BTSequence WanderSequence()
    {
        BTSequence sequence = new BTSequence(new List <BTNode>()
        {
            HasWaypointSelector(),
            new ReachedDestinationCondition(this),
            new SelectRandomWanderPoint(this),
            MoveSequence()
        });

        return(sequence);
    }
예제 #8
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    protected virtual BTSequence CombatSequence()
    {
        BTSequence sequence = new BTSequence(new List <BTNode>()
        {
            new EnemySpottedCondition(this),
            InAttackRangeSelector(),
            new FaceMoveDirectionTask(this),
            new AttackTask(this)
        });

        return(sequence);
    }
예제 #9
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    private void InitializePlayerPhaseBehaviourTree()
    {
        BTAction BTAct_CheckEndTurn = new BTAction(
            () =>
        {
            if (mPlayerToEndPhase)
            {
                SwitchPhase(GamePhase.EnemyPhase);
                return(BTStatus.Running);
            }
            return(BTStatus.Success);
        }
            );
        BTAction BTAct_MoveCard = new BTAction(
            () =>
        {
            if (ControlAreaManager.CardIsBeingDragged)
            {
                return(BTStatus.Running);
            }

            return(BTStatus.Success);
        }
            );
        BTAction BTAct_ExecuteCard = new BTAction(
            () =>
        {
            if (ControlAreaManager.IsPanelOpen)
            {
                ControlAreaManager.Instance.SetControlBlockerEnabled(true);
                return(BTStatus.Running);
            }
            // Check player turn status.
            if (Player.TurnStatus == PlayerTurnStatus.Running)
            {
                ControlAreaManager.Instance.SetControlBlockerEnabled(true);
                return(BTStatus.Running);
            }

            if (EventAnimationController.Instance.IsAnimating == false)
            {
                ControlAreaManager.Instance.SetControlBlockerEnabled(false);
            }

            return(BTStatus.Success);
        }
            );
        BTSequence BT_Root = new BTSequence(BTAct_CheckEndTurn, BTAct_MoveCard, BTAct_ExecuteCard);

        mPlayerPhaseBehaviourTree = new BehaviourTree(BT_Root);
    }
예제 #10
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        private void BuildBehaviourTree()
        {
            BTActionNode checkAIUnitsCountCriticalNode = new BTActionNode(CheckAIUnitsCountCritical);
            BTActionNode findWeakestPlayerUnitNode     = new BTActionNode(FindWeakestPlayerUnit);
            BTActionNode findClosetPlayerUnitNode      = new BTActionNode(FindClosestPlayerUnit);
            BTActionNode moveTowardsThePlayerUnitNode  = new BTActionNode(MoveTowardsThePlayerUnit);
            BTActionNode attackPlayerUnitNode          = new BTActionNode(AttackPlayerUnit);

            BTSequence MoveTowardsAndAttackSequence = new BTSequence(new List <BTNode>()
            {
                moveTowardsThePlayerUnitNode,
                attackPlayerUnitNode
            });

            BTSequence WeakestPlayerAttackSequence = new BTSequence(new List <BTNode>()
            {
                findWeakestPlayerUnitNode,
                MoveTowardsAndAttackSequence
            });

            BTSequence aiWeakSequence = new BTSequence(new List <BTNode>()  // check if the AI count is less than or eaqual to player count, al
            {
                checkAIUnitsCountCriticalNode,
                WeakestPlayerAttackSequence,
            });

            BTSequence aiStrongSequence = new BTSequence(new List <BTNode>() //moment I am checking againt unit, also can have centralized AI score, => health of all unts + unt count
            {
                findClosetPlayerUnitNode,
                MoveTowardsAndAttackSequence,
            });


            BTSelector selectorRoot = new BTSelector(new List <BTNode>()
            {
                aiWeakSequence, aiStrongSequence
            });

            _behvourTree = new BehaviourTree(selectorRoot);
        }
예제 #11
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    private BTNode LoadBTNode(XmlNode currentNode, AI owner, MacroAIParty party)
    {
        XmlNodeList nodeContent = currentNode.ChildNodes;

        XmlAttributeCollection nodeAttributes = currentNode.Attributes;
        BTNode node = null;

        if (currentNode.Name == "behavior")
        {
            node = LoadBTNode(nodeContent[0], owner, party);
        }
        else if (currentNode.Name == "composite")
        {
            BTComposite compNode = null;
            if (nodeAttributes["type"] != null && nodeAttributes["type"].Value == "Sequence")
            {
                BTSequence seqNode = new BTSequence();
                seqNode.CompNodeType = BTCompType.Sequence;
                compNode             = seqNode;
            }
            if (nodeAttributes["type"] != null && nodeAttributes["type"].Value == "Selector")
            {
                BTSelector selNode = new BTSelector();
                selNode.CompNodeType = BTCompType.Selector;
                compNode             = selNode;
            }
            if (nodeAttributes["type"] != null && nodeAttributes["type"].Value == "ParallelAnd")
            {
                BTParallelAnd parNode = new BTParallelAnd();
                parNode.CompNodeType = BTCompType.ParallelAnd;
                compNode             = parNode;
            }
            if (nodeAttributes["type"] != null && nodeAttributes["type"].Value == "ParallelMain")
            {
                BTParallelMain parNode = new BTParallelMain();
                parNode.CompNodeType = BTCompType.ParallelMain;
                compNode             = parNode;
            }
            if (nodeAttributes["type"] != null && nodeAttributes["type"].Value == "Random")
            {
                BTRandom randNode = new BTRandom();
                randNode.CompNodeType = BTCompType.Random;
                compNode = randNode;
            }
            if (nodeAttributes["type"] != null && nodeAttributes["type"].Value == "Switch")
            {
                BTSwitch swNode = new BTSwitch();
                swNode.CompNodeType = BTCompType.Switch;
                compNode            = swNode;
            }

            compNode.Children = new List <BTNode>();

            foreach (XmlNode nodeItem in nodeContent)
            {
                compNode.Children.Add(LoadBTNode(nodeItem, owner, party));
            }

            node = compNode;
        }
        else if (currentNode.Name == "decorator")
        {
            BTDecorator decNode = null;
            if (nodeAttributes["type"] != null && nodeAttributes["type"].Value == "Repeat")
            {
                BTRepeat repNode = new BTRepeat();
                decNode = repNode;
            }
            if (nodeAttributes["type"] != null && nodeAttributes["type"].Value == "Invert")
            {
                BTInvert invNode = new BTInvert();
                decNode = invNode;
            }
            if (nodeAttributes["type"] != null && nodeAttributes["type"].Value == "UntilFail")
            {
                BTUntilFail repNode = new BTUntilFail();
                decNode = repNode;
            }
            foreach (XmlNode nodeItem in nodeContent)
            {
                decNode.Child = LoadBTNode(nodeItem, owner, party);
            }

            node = decNode;
        }
        else if (currentNode.Name == "leaf")
        {
            XmlNodeList   parameterList = currentNode.ChildNodes;
            List <string> parameters    = new List <string>();
            foreach (XmlNode paramNode in parameterList)
            {
                parameters.Add(paramNode.InnerText);
            }

            if (nodeAttributes["type"] != null && nodeAttributes["type"].Value == "Check")
            {
                if (nodeAttributes["name"] != null)
                {
                    string  actionName = nodeAttributes["name"].Value;
                    BTCheck checkNode  = new BTCheck();
                    checkNode.Action     = actionName;
                    checkNode.Parameters = parameters;
                    checkNode.MyAI       = owner;
                    checkNode.MyParty    = party;
                    node = checkNode;
                }
            }
            if (nodeAttributes["type"] != null && nodeAttributes["type"].Value == "Action")
            {
                if (nodeAttributes["name"] != null)
                {
                    BTLeaf leafNode = (BTLeaf)System.Activator.CreateInstance(System.Type.GetType("BT" + nodeAttributes["name"].Value));
                    leafNode.Parameters = parameters;
                    leafNode.MyAI       = owner;
                    leafNode.MyParty    = party;
                    node = leafNode;
                }
            }
        }

        return(node);
    }
예제 #12
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 public BTSequenceState(BTSequence node) : base(node)
 {
     this.status = node.m_status;
     this.idx    = node._idx;
 }
예제 #13
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    protected override void Init()
    {
        // -------Prepare--------
        // 1. Initialize parent
        base.Init ();

        // 2. Enable BT framework's log for debug, optional
        // BTConfiguration.ENABLE_LOG = true;

        // 3. Create root, usually it's a priority selector
        _root = new BTPrioritySelector();

        // 4. Create the nodes for reuse later

        // Preconditions
        CheckInSight checkOrcInSight = new CheckInSight(sightForOrc, ORC_NAME);
        CheckInSight checkGoblinInFightDistance = new CheckInSight(fightDistance, GOBLIN_NAME);
        CheckInSight checkGoblinInSight = new CheckInSight(sightForGoblin, GOBLIN_NAME);

        // Actions
        BTParallel run = new BTParallel(BTParallel.ParallelFunction.Or);
        {
            run.AddChild(new DoRun(DESTINATION, speed));
            run.AddChild(new PlayAnimation(RUN_ANIMATION));
        }

        FindEscapeDestination findDestination = new FindEscapeDestination(ORC_NAME, DESTINATION, sightForOrc);
        FindToTargetDestination findToTargetDestination = new FindToTargetDestination(GOBLIN_NAME, DESTINATION, fightDistance * 0.9f);

        // -------Construct-------

        // 3.1 Escape node
        // "Escape" serves as a parallel node
        // "Or" means the parallel node ends when any of its children ends.
        BTParallel escape = new BTParallel(BTParallel.ParallelFunction.Or, checkOrcInSight);
        {
            escape.AddChild(findDestination);

            escape.AddChild(run);
        }
        _root.AddChild(escape);		// Add node into root

        // 3.2 Fight node

        BTSequence fight = new BTSequence(checkGoblinInSight);
        {
            BTParallel parallel = new BTParallel(BTParallel.ParallelFunction.Or);
            {
                parallel.AddChild(findToTargetDestination);

                parallel.AddChild(run);		// Reuse Run
            }
            fight.AddChild(parallel);

            fight.AddChild(new PlayAnimation(FIGHT_ANIMATION, checkGoblinInFightDistance));
        }
        _root.AddChild(fight);

        // 3.3 Idle node
        _root.AddChild(new PlayAnimation(IDLE_ANIMATION));
    }
예제 #14
0
    protected override void Init()
    {
        // -------Prepare--------
        // 1. Initialize parent
        base.Init();

        // 2. Enable BT framework's log for debug, optional
        // BTConfiguration.ENABLE_LOG = true;

        // 3. Create root, usually it's a priority selector
        _root = new BTPrioritySelector();

        // 4. Create the nodes for reuse later

        // Preconditions
        CheckInSight checkOrcInSight            = new CheckInSight(sightForOrc, ORC_NAME);
        CheckInSight checkGoblinInFightDistance = new CheckInSight(fightDistance, GOBLIN_NAME);
        CheckInSight checkGoblinInSight         = new CheckInSight(sightForGoblin, GOBLIN_NAME);

        // Actions
        BTParallel run = new BTParallel(BTParallel.ParallelFunction.Or);
        {
            run.AddChild(new DoRun(DESTINATION, speed));
            run.AddChild(new PlayAnimation(RUN_ANIMATION));
        }

        FindEscapeDestination   findDestination         = new FindEscapeDestination(ORC_NAME, DESTINATION, sightForOrc);
        FindToTargetDestination findToTargetDestination = new FindToTargetDestination(GOBLIN_NAME, DESTINATION, fightDistance * 0.9f);



        // -------Construct-------

        // 3.1 Escape node
        // "Escape" serves as a parallel node
        // "Or" means the parallel node ends when any of its children ends.
        BTParallel escape = new BTParallel(BTParallel.ParallelFunction.Or, checkOrcInSight);

        {
            escape.AddChild(findDestination);

            escape.AddChild(run);
        }
        _root.AddChild(escape);                 // Add node into root


        // 3.2 Fight node

        BTSequence fight = new BTSequence(checkGoblinInSight);

        {
            BTParallel parallel = new BTParallel(BTParallel.ParallelFunction.Or);
            {
                parallel.AddChild(findToTargetDestination);

                parallel.AddChild(run);                         // Reuse Run
            }
            fight.AddChild(parallel);

            fight.AddChild(new PlayAnimation(FIGHT_ANIMATION, checkGoblinInFightDistance));
        }
        _root.AddChild(fight);


        // 3.3 Idle node
        _root.AddChild(new PlayAnimation(IDLE_ANIMATION));
    }
예제 #15
0
    public void Init()
    {
        // 条件
        BaseCondiction.ExternalFunc IsDeadFun = () => { if (mMonster.mRoleData.mHp <= 0)
                                                        {
                                                            return(true);
                                                        }
                                                        else
                                                        {
                                                            return(false);
                                                        } };
        var Alive = new PreconditionNOT(IsDeadFun, "活");
        var Dead  = new Precondition(IsDeadFun, "死");

        BaseCondiction.ExternalFunc targetFun = () =>
        {
            Role targetRole = mMonster.mRoleData.GetTargetRole();
            if (targetRole)
            {
                return(targetRole.mBuffSystem.EnableSelect());
            }
            else
            {
                return(false);
            }
        };
        var hasTarget   = new Precondition(targetFun, "发现目标");
        var hasNoTarget = new PreconditionNOT(targetFun, "无目标");

        BaseCondiction.ExternalFunc AtkRangeFun = () =>
        {
            Role targetRole = mMonster.mRoleData.GetTargetRole();
            if (targetRole)
            {
                float dis = Vector3.Distance(targetRole.transform.position, mMonster.transform.position);
                if (dis <= mMonster.mSkillInfo.mAtkDistance)
                {
                    return(true);
                }
                else
                {
                    if (dis > 5)//脱离目标
                    {
                        mMonster.mRoleData.SetTargetRole(-1);
                    }
                }
            }

            return(false);
        };
        var AtkRange   = new Precondition(AtkRangeFun, "在攻击范围内");
        var NoAtkRange = new PreconditionNOT(AtkRangeFun, "超出攻击范围");

        //BaseCondiction.ExternalFunc HpFun = () => { if (mMonster.mRoleData.mHp <= 50) return true; else return false; };
        //var HPLess = new Precondition(HpFun, "快死");
        //var HPMore = new PreconditionNOT(HpFun, "健康");

        BaseCondiction.ExternalFunc CanMoveFun = () => { return(mMonster.mBuffSystem.CanMove()); };
        var canMove  = new Precondition(CanMoveFun, "能移动");
        var cantMove = new PreconditionNOT(CanMoveFun, "不能移动");

        BaseCondiction.ExternalFunc CanAtkFun = () => { return(mMonster.mBuffSystem.CanAtk()); };
        var canAtk  = new Precondition(CanAtkFun, "能攻击");
        var cantAtk = new PreconditionNOT(CanAtkFun, "不能攻击");

        //BaseCondiction.ExternalFunc EnableSelectFun = () =>
        //{
        //    Role targetRole = mMonster.mRoleData.GetTargetRole();
        //    if (targetRole)
        //    {
        //        return targetRole.mBuffSystem.EnableSelect();
        //    }

        //    return false;
        //};
        //var enableSelect = new Precondition(EnableSelectFun, "能选");
        ////var disableSelect = new PreconditionNOT(EnableSelectFun, "不能选");

        //BT Tree
        mRoot      = new BTSelector();
        mRoot.name = "Root";
        mRoot.Activate();

        BTSequence DeadSeq = new BTSequence();
        {
            DeadSeq.AddChild(Dead);
            // 死亡Action
            DeadSeq.AddChild(new BTActionWait(5));
            DeadSeq.AddChild(new ReviveAction(mMonster));
            mRoot.AddChild(DeadSeq);
        }

        BTSelector AliveSel = new BTSelector();
        BTSequence AliveSeq = new BTSequence();
        {
            AliveSeq.AddChild(Alive);
            AliveSeq.AddChild(AliveSel);
            mRoot.AddChild(AliveSeq);
        }

        BTSequence followSubtree = new BTSequence();
        {
            followSubtree.AddChild(canMove);
            followSubtree.AddChild(hasTarget);
            followSubtree.AddChild(NoAtkRange);
            //followSubtree.AddChild(HPMore);

            // 追击Action
            followSubtree.AddChild(new FollowAction(mMonster));

            AliveSel.AddChild(followSubtree);
        }

        BTSequence atkSeq = new BTSequence();
        {
            atkSeq.AddChild(canAtk);
            atkSeq.AddChild(hasTarget);
            atkSeq.AddChild(AtkRange);
            //atkSeq.AddChild(HPMore);

            // 攻击Action
            atkSeq.AddChild(new AttackAction(mMonster));
            atkSeq.AddChild(new BTActionWaitRandom(2.0f, 3.0f));

            AliveSel.AddChild(atkSeq);
        }

        BTSequence patrolSeq = new BTSequence();
        {
            patrolSeq.AddChild(canMove);
            patrolSeq.AddChild(hasNoTarget);
            patrolSeq.AddChild(new BTActionWaitRandom(1.0f, 5.0f));

            // 巡逻Action
            patrolSeq.AddChild(new PatrolAction(mMonster));

            AliveSel.AddChild(patrolSeq);
        }

        BTSequence IdleSeq = new BTSequence();
        {
            IdleSeq.AddChild(hasNoTarget);

            // 休息Action
            IdleSeq.AddChild(new IdleAction(mMonster));

            AliveSel.AddChild(IdleSeq);
        }

        //BTSequence runAwaySeq = new BTSequence();
        //{
        //    runAwaySeq.AddChild(canMove);
        //    runAwaySeq.AddChild(hasTarget);
        //    runAwaySeq.AddChild(HPLess);
        //    // 逃跑Action
        //    runAwaySeq.AddChild(new RunAwayAction(mMonster));

        //    AliveSel.AddChild(runAwaySeq);
        //}
    }
예제 #16
0
    private void InitializeEnemyPhaseBehaviourTree()
    {
        // Returns fail when there are enemies. Success if no enemies found.
        BTAction BTAct_NoEnemyCheck = new BTAction(
            () =>
        {
            // If there are not even one enemy. Nothing to do here.
            if (EnemyList.Count < 1)
            {
                return(BTStatus.Success);
            }

            return(BTStatus.Failure);
        }
            );

        BTAction BTAct_EnemyPhaseStartAnimations = new BTAction(
            () =>
        {
            if (EPdoneStartAnimation == false)
            {
                EventAnimationController.Instance.ExecutePhaseAnimation(GamePhase.EnemyPhase);
                EPdoneStartAnimation = true;
                return(BTStatus.Running);
            }
            else if (EventAnimationController.Instance.IsAnimating == false)
            {
                EPdoneStartAnimation = false;
                ControlAreaManager.Instance.SetControlBlockerEnabled(true);
                return(BTStatus.Success);
            }

            return(BTStatus.Running);
        }
            );

        BTAction BTAct_MoveEnemyPieces = new BTAction(
            () =>
        {
            EnemyPiece curEnemy = null;

            if (EPcurEnemyIndex < EnemyList.Count)
            {
                curEnemy = EnemyList[EPcurEnemyIndex];
            }

            switch (curEnemy.TurnStatus)
            {
            case EnemyTurnStatus.Unprocessed:
                curEnemy.ExecuteTurn();
                break;

            case EnemyTurnStatus.Running:
                return(BTStatus.Running);               // Do nothing, just let it run.

            default:                                    // Both processed and waiting, move on to the next EnemyPiece.
                EPcurEnemyIndex++;
                if (EPcurEnemyIndex >= EnemyList.Count) // If went through the whole thing once already.
                {
                    EPcurEnemyIndex = 0;
                    BoardScroller.Instance.FocusCameraToPos(
                        DungeonManager.Instance.GridPosToWorldPos(GameManager.Instance.Player.PosX, GameManager.Instance.Player.PosY),
                        0.2f,
                        Graph.InverseExponential);
                    return(BTStatus.Success);
                }
                break;
            }

            return(BTStatus.Running);
        }
            );
        BTAction BTAct_AttackPlayer = new BTAction(
            () =>
        {
            EnemyPiece curEnemy = null;

            if (EPcurEnemyIndex < EnemyList.Count)
            {
                curEnemy = EnemyList[EPcurEnemyIndex];
            }

            switch (curEnemy.TurnStatus)
            {
            case EnemyTurnStatus.Waiting:
                curEnemy.ExecuteTurn();
                break;

            case EnemyTurnStatus.Running:
                return(BTStatus.Running);               // Do nothing, just let it run.

            default:                                    // Move on to the next one. Only search for those that are Waiting status.
                EPcurEnemyIndex++;
                if (EPcurEnemyIndex >= EnemyList.Count) // If went finish second pass.
                {
                    return(BTStatus.Success);
                }
                break;
            }

            return(BTStatus.Running);
        }
            );

        // Reduce the player's shield by 1 point after end of every enemy turn.
        BTAction BTAct_ReducePlayersShield = new BTAction(
            () =>
        {
            Player.DeductShieldPoints(1);
            if (Player.TurnStatus == PlayerTurnStatus.Running)
            {
                return(BTStatus.Running);
            }
            else
            {
                EndEnemyPhase();
                return(BTStatus.Success);
            }
        }
            );

        // BT_Sequence only runs when there are enemy pieces.
        // Refer to BT_NullCheckSelector below.
        BTSequence BT_EnemyMovementSequence = new BTSequence(BTAct_MoveEnemyPieces, BTAct_AttackPlayer);
        // Root is Selector that checks for enemies.
        // If no enemies, immediately stops (BTAct_NoEnemyCheck returns success).
        BTSelector BT_NullCheckSelector = new BTSelector(BTAct_NoEnemyCheck, BT_EnemyMovementSequence);
        BTSequence BT_Root = new BTSequence(BTAct_EnemyPhaseStartAnimations, BT_NullCheckSelector, BTAct_ReducePlayersShield);

        mEnemyPhaseBehaviourTree = new BehaviourTree(BT_Root);
    }
예제 #17
0
    public override BTNode Init()
    {
        base.Init();
        animator = GetComponent <Animator>();

        BTSelector root = new BTSelector();

        BTActionDeath death = new BTActionDeath(gameObject);

        root.AddChild(death);

        //领地限制的分支,只能在该范围活动
        BTConditionEvaluator evaluatorTerritory = new BTConditionEvaluator(BTLogic.And, false, BT.BTConditionEvaluator.ClearChildOpt.OnNotRunning);

        evaluatorTerritory.AddConditional(new BTCheckWithinDistance(_database.transform, territoryDis, null, BTCheckWithinDistance.DataOpt.FixedPosition), true);
        BTSimpleParallel goHome = new BTSimpleParallel();

        {
            goHome.SetPrimaryChild(new BTActionCharacterMove(_database.transform, speed, 0.1f, null, BTActionMove.DataOpt.FixedPosition, BTActionMove.UsageOpt.Position, BTDataReadOpt.ReadEveryTick));
            goHome.AddChild(new BTActionPlayAnimation(animator, "Walk"));
        }
        evaluatorTerritory.child = goHome;
        root.AddChild(evaluatorTerritory);


        BTConditionEvaluator evaluatorTarget = new BTConditionEvaluator(BTLogic.And, true, BT.BTConditionEvaluator.ClearChildOpt.OnNotRunning);

        evaluatorTarget.AddConditional(new BTCheckExistence(_database.transform, defendDis, "Player", BTCheckExistence.CheckOpt.CheckSphere));
        //加一层组合,来判断进行哪个动作
        BTSelector actionSelector = new BTSelector();

        evaluatorTarget.child = actionSelector;
        //评估是否有碰撞
        BTConditionEvaluator evaluatorCollision = new BTConditionEvaluator(BTLogic.And, true, BT.BTConditionEvaluator.ClearChildOpt.OnNotRunning);
        BTCheckCollision     collision          = new BTCheckCollision("Player", tolerance, BTCheckCollision.CheckOpt.RayCast);

        evaluatorCollision.AddConditional(collision);
        BTSequence attackSubtre = new BTSequence();

        {
            attackSubtre.AddChild(new BTActionPlayAnimation(animator, "Attack"));
        }
        evaluatorCollision.child = attackSubtre;
        actionSelector.AddChild(evaluatorCollision);

        //没有碰撞则移动
        BTSimpleParallel moveTo = new BTSimpleParallel();

        {
            moveTo.SetPrimaryChild(new BTActionCharacterMove(_database.transform, speed, tolerance, target, BTDataReadOpt.ReadEveryTick));
            moveTo.AddChild(new BTActionPlayAnimation(animator, "Walk"));
        }
        actionSelector.AddChild(moveTo);

        root.AddChild(evaluatorTarget);

        //Idle分支
        BTActionPlayAnimation palyIdle = new BTActionPlayAnimation(animator, "Idle");

        root.AddChild(palyIdle);

        return(root);
    }
    private float speed;            //スピード

    //初期化処理
    void Start()
    {
        //Commandの生成
        m_nockBackingCommand          = this.gameObject.AddComponent <BTNockBackingCommand>();
        m_dyingCommand                = this.gameObject.AddComponent <BTDyingCommand>();
        m_flownDamageWaitingCommand   = this.gameObject.AddComponent <BTWaitingCommand>();
        m_findingReactionCommand      = this.gameObject.AddComponent <BTFindingReactionCommand>();
        m_runningAwayCommand          = this.gameObject.AddComponent <BTRunningAwayCommand>();
        m_forwardSwingWaitingCommand  = this.gameObject.AddComponent <BTWaitingCommand>();
        m_shootingCommand             = this.gameObject.AddComponent <BTShootingCommand>();
        m_followThroughWaitingCommand = this.gameObject.AddComponent <BTWaitingCommand>();
        m_wanderingWaitingCommand     = this.gameObject.AddComponent <BTWaitingCommand>();
        m_wanderingCommand            = this.gameObject.AddComponent <BTWanderingCommand>();

        //Conditionの生成
        m_isFlownAttackedCondition = this.gameObject.AddComponent <BTIsFlownAttackedCondition>();
        m_isDyingCondition         = this.gameObject.AddComponent <BTIsDyingCondition>();
        m_isFindingPlayerCondition = this.gameObject.AddComponent <BTIsFindingPlayerCondition>();

        //Commandの初期化
        m_nockBackingCommand.Initialize(this.gameObject);
        m_dyingCommand.Initialize(this.gameObject);
        m_flownDamageWaitingCommand.Initialize(0.1f);
        m_findingReactionCommand.Initialize(this.gameObject);
        m_runningAwayCommand.Initialize(this.gameObject);
        m_forwardSwingWaitingCommand.Initialize(1);
        m_shootingCommand.Initialize(this.gameObject);
        m_followThroughWaitingCommand.Initialize(1);
        m_wanderingWaitingCommand.Initialize(3);
        m_wanderingCommand.Initialize(this.gameObject);

        //Conditionの初期化
        m_isFlownAttackedCondition.Initialize(this.gameObject);
        m_isDyingCondition.Initialize(this.gameObject);
        m_isFindingPlayerCondition.Initialize(this.gameObject);


        //Nodeの生成・初期化・連結
        //third1
        m_isDyingNode            = new BTConditionToEnd(m_isDyingCondition);
        m_dyingNode              = new BTActionNode(m_dyingCommand);
        m_flownDamageWaitingNode = new BTActionNode(m_flownDamageWaitingCommand);

        //third2
        m_findingReactionNode     = new BTActionNode(m_findingReactionCommand);
        m_runningAwayNode         = new BTActionNode(m_runningAwayCommand);
        m_forwardSwingWaitingNode = new BTActionNode(m_forwardSwingWaitingCommand);
        m_shootingNode            = new BTActionNode(m_shootingCommand);
        m_followThroughNode       = new BTActionNode(m_followThroughWaitingCommand);

        //third3
        m_wanderingNode        = new BTActionNode(m_wanderingCommand);
        m_wanderingWaitingNode = new BTActionNode(m_wanderingWaitingCommand);

        //second1
        m_nockBackingNode   = new BTActionNode(m_nockBackingCommand);
        m_afterNockBackNode = new BTBoolSelector(m_dyingNode, m_flownDamageWaitingNode, m_isDyingNode);

        //second2
        m_nockBackingNode   = new BTActionNode(m_nockBackingCommand);
        m_afterNockBackNode = new BTBoolSelector(m_dyingNode, m_flownDamageWaitingNode, m_isDyingNode);

        //second3
        m_isFindingPlayerNode = new BTConditionNotToEnd(m_isFindingPlayerCondition);
        List <BaseBTNode> attackFlow = new List <BaseBTNode>();

        attackFlow.Add(m_runningAwayNode);
        attackFlow.Add(m_forwardSwingWaitingNode);
        attackFlow.Add(m_shootingNode);
        attackFlow.Add(m_followThroughNode);
        m_attackFlowingNode = new BTSequence(attackFlow);
        List <BaseBTNode> wanderFlow = new List <BaseBTNode>();

        wanderFlow.Add(m_wanderingNode);
        wanderFlow.Add(m_wanderingWaitingNode);
        m_wanderFlowingNode = new BTSequence(wanderFlow);

        //first
        m_isFlownAttackedNode = new BTConditionNotToEnd(m_isFlownAttackedCondition);
        List <BaseBTNode> isFlownAttackedList = new List <BaseBTNode>();

        isFlownAttackedList.Add(m_nockBackingNode);
        isFlownAttackedList.Add(m_afterNockBackNode);
        m_damageExpressionNode = new BTSequence(isFlownAttackedList);
        m_commonActionNode     = new BTBoolSelector(m_attackFlowingNode, m_wanderFlowingNode, m_isFindingPlayerNode);

        //root
        m_rootNode = new BTTEandNTEBoolSelector(m_damageExpressionNode, m_commonActionNode,
                                                m_isFlownAttackedNode);

        status = GetComponent <EnemyStatus>();
        status.SetEnemyType(EnemyType.Shooter);

        speed = 0;
    }
예제 #19
0
    protected override void Init()
    {
        base.Init();
        root = new BTPrioritySelector();   // 根节点首先是一个选择器

        // 转移条件
        MonsterCheckPlayerInRange playerInRange    = new MonsterCheckPlayerInRange(checkPlayerRange, PLAYER_NAME);
        MonsterCheckPlayerInRange playerNotInRange = new MonsterCheckPlayerInRange(checkPlayerRange, PLAYER_NAME, true);

        // 行为节点
        move = new MonsterMove(DESTINATION, moveSpeed);
        MonsterFindToTargetDestination findToTargetDestination = new MonsterFindToTargetDestination(PLAYER_NAME, PLAYERLOCATION, DESTINATION, ATKdistance);
        MonsterWait monsterWait = new MonsterWait();

        // 怪兽攻击
        MonsterAttack monsterAttack;

        if (myMonsterType == MonsterType.LongDistanceAttack)
        {
            monsterAttack = new MonsterLongDistanceAttacks(longDistanceATK);
        }
        else if (myMonsterType == MonsterType.MeleeAttack)
        {
            monsterAttack = new MonsterMeleeAttack(meleeATK);
        }
        else
        {
            monsterAttack = new MonsterAttack(meleeATK);     // 先暂时为近战的攻击力
        }
        MonsterRandomMoveDistance randomMoveDistance = new MonsterRandomMoveDistance(DESTINATION, moveX, moveZ);
        MonsterRotateToTarget     monsterMoveRotate  = new MonsterRotateToTarget(DESTINATION);
        MonsterRotateToTarget     attackRotate       = new MonsterRotateToTarget(PLAYERLOCATION);

        // 攻击
        BTSequence attack = new BTSequence(playerInRange);

        {
            BTParallel parallel = new BTParallel(BTParallel.ParallelFunction.Or);
            {
                parallel.AddChild(findToTargetDestination);    // 先找到走到攻击目标的目的地
                BTSequence rotateAndMove = new BTSequence();
                {
                    rotateAndMove.AddChild(monsterMoveRotate);
                    rotateAndMove.AddChild(move);
                }
                parallel.AddChild(rotateAndMove);             // 怪物朝着目的地移动
            }
            attack.AddChild(parallel);
            attack.AddChild(attackRotate);                // 怪物朝向玩家
            attack.AddChild(monsterAttack);               // 进行攻击
        }
        root.AddChild(attack);

        // 随机巡逻
        BTSequence randomMove = new BTSequence(playerNotInRange);

        {
            randomMove.AddChild(monsterWait);                  // 怪物静止几秒

            BTParallel parallel = new BTParallel(BTParallel.ParallelFunction.And);
            {
                parallel.AddChild(randomMoveDistance);         // 随机找一个移动地点
                BTSequence rotateAndMove = new BTSequence();
                {
                    rotateAndMove.AddChild(monsterMoveRotate);
                    rotateAndMove.AddChild(move);
                }
                parallel.AddChild(rotateAndMove);             // 怪物朝着目的地移动
            }
            randomMove.AddChild(parallel);
        }
        root.AddChild(randomMove);
    }
예제 #20
0
    private bool isPreHealthHalfDown; //前フレームに体力が半分を下回ったか

    // Use this for initialization
    void Start()
    {
        //Commandの生成
        m_angryMotionCommand              = gameObject.AddComponent <BTAngryMotionBossCommand>();;
        m_playerObserverCommand           = gameObject.AddComponent <BTPlayerObserverBossCommand>();
        m_inkSpewCommand                  = gameObject.AddComponent <BTInkSpewBossCommand>();
        m_instanceEnemyCommand            = gameObject.AddComponent <BTInstanceEnemyBossCommand>();
        m_waitingCommand                  = gameObject.AddComponent <BTWaitingCommand>();
        m_rotationAttackCommand           = gameObject.AddComponent <BTRotationAttackBossCommand>();
        m_crabScissorsCommand             = gameObject.AddComponent <BTCrabScissorsBossCommand>();
        m_momentMaulCommand               = gameObject.AddComponent <BTMomentMaulBossCommand>();
        m_separateContinuousAttackCommand = gameObject.AddComponent <BTSeparateContinuousAttackBossCommand>();
        m_fireBallPreventingEscapeCommand = gameObject.AddComponent <BTFireBallPreventingEscapeBossCommand>();
        m_waiting2Command                 = gameObject.AddComponent <BTWaitingCommand>();
        m_dyingMotionCommand              = gameObject.AddComponent <BTDyingMotionBossCommand>();
        m_diedCommand               = gameObject.AddComponent <BTDiedBossCommand>();
        m_instanceEnemy2Command     = gameObject.AddComponent <BTInstanceEnemyBossCommand>();
        m_waiting3Command           = gameObject.AddComponent <BTWaitingCommand>();
        m_stompCommand              = gameObject.AddComponent <BTStompBossCommand>();
        m_upDownCrabScissorsCommand = gameObject.AddComponent <BTUpDownCrabScissorsBossCommand>();
        m_seaWavyCommand            = gameObject.AddComponent <BTSeaWavyBossCommand>();
        m_meteoWithWaterGunCommand  = gameObject.AddComponent <BTMeteoWithWaterGunBossCommand>();
        m_waiting4Command           = gameObject.AddComponent <BTWaitingCommand>();

        //Conditionの生成
        m_isHealthHalfDownCondition = gameObject.AddComponent <BTIsHealthHalfDownCondition>();
        m_isDyingCondition          = gameObject.AddComponent <BTIsDyingBossCondition>();
        m_isAfterDyingCondition     = gameObject.AddComponent <BTIsAfterDyingCondition>();

        //Commandの初期化
        m_angryMotionCommand.Initialize(this.gameObject);
        m_playerObserverCommand.Initialize(this.gameObject);
        m_inkSpewCommand.Initialize(this.gameObject);
        m_instanceEnemyCommand.Initialize(this.gameObject);
        m_waitingCommand.Initialize(3);
        m_rotationAttackCommand.Initialize(this.gameObject);
        m_crabScissorsCommand.Initialize(this.gameObject);
        m_momentMaulCommand.Initialize(this.gameObject);
        m_separateContinuousAttackCommand.Initialize(this.gameObject);
        m_fireBallPreventingEscapeCommand.Initialize(this.gameObject);
        m_waiting2Command.Initialize(0.1f);
        m_dyingMotionCommand.Initialize(this.gameObject);
        m_diedCommand.Initialize(this.gameObject);
        m_instanceEnemy2Command.Initialize(this.gameObject);
        m_waiting3Command.Initialize(2);
        m_stompCommand.Initialize(this.gameObject);
        m_upDownCrabScissorsCommand.Initialize(this.gameObject);
        m_seaWavyCommand.Initialize(this.gameObject);
        m_meteoWithWaterGunCommand.Initialize(this.gameObject);
        m_waiting4Command.Initialize(0.1f);

        //Conditionの初期化
        m_isHealthHalfDownCondition.Initialize(this.gameObject);
        m_isDyingCondition.Initialize(this.gameObject);
        m_isAfterDyingCondition.Initialize(this.gameObject);


        //Nodeの生成・初期化・連結
        //前半のBT
        //third1
        m_rotationAttackNode           = new BTActionNode(m_rotationAttackCommand);
        m_crabScissorsNode             = new BTActionNode(m_crabScissorsCommand);
        m_momentMaulNode               = new BTActionNode(m_momentMaulCommand);
        m_separateContinuousAttackNode = new BTActionNode(m_separateContinuousAttackCommand);
        m_fireBallPreventingEscapeNode = new BTActionNode(m_fireBallPreventingEscapeCommand);

        //second1
        m_angryMotionNode    = new BTActionNode(m_angryMotionCommand);
        m_playerObserverNode = new BTActionNode(m_playerObserverCommand);
        m_inkSpewNode        = new BTActionNode(m_inkSpewCommand);

        //second2
        m_instanceEnemyNode = new BTActionNode(m_instanceEnemyCommand);
        m_waitingNode       = new BTActionNode(m_waitingCommand);
        List <BaseBTNode> randomAttack = new List <BaseBTNode>();

        randomAttack.Add(m_rotationAttackNode);
        randomAttack.Add(m_crabScissorsNode);
        randomAttack.Add(m_momentMaulNode);
        randomAttack.Add(m_fireBallPreventingEscapeNode);
        m_randomAttackNode = new BTOnOffSelector(randomAttack);
        m_waiting2Node     = new BTActionNode(m_waiting2Command);

        //first1
        m_isHealthHalfDownNode = new BTConditionNotToEnd(m_isHealthHalfDownCondition);
        List <BaseBTNode> halfMotion = new List <BaseBTNode>();

        halfMotion.Add(m_angryMotionNode);
        halfMotion.Add(m_playerObserverNode);
        halfMotion.Add(m_inkSpewNode);
        m_halfMotionNode = new BTSequence(halfMotion);
        List <BaseBTNode> commonAction = new List <BaseBTNode>();

        commonAction.Add(m_instanceEnemyNode);
        commonAction.Add(m_waitingNode);
        commonAction.Add(m_randomAttackNode);
        commonAction.Add(m_waiting2Node);
        m_commonActionNode = new BTSequence(commonAction);

        //root
        m_rootNode = new BTTEandNTEBoolSelector(m_halfMotionNode, m_commonActionNode,
                                                m_isHealthHalfDownNode);

        //後半のBT
        //fourth
        m_stompNode = new BTActionNode(m_stompCommand);
        m_upDownCrabScissorsNode = new BTActionNode(m_upDownCrabScissorsCommand);
        m_seaWavyNode            = new BTActionNode(m_seaWavyCommand);
        m_meteoWithWaterGunNode  = new BTActionNode(m_meteoWithWaterGunCommand);

        //third1
        List <BaseBTNode> newRandomAttack = new List <BaseBTNode>();

        newRandomAttack.Add(m_stompNode);
        m_randomAttackNode2 = new BTOnOffSelector(randomAttack);

        //second1
        m_isAfterDyingNode = new BTConditionToEnd(m_isAfterDyingCondition);
        m_dyingMotionNode  = new BTActionNode(m_dyingMotionCommand);
        m_diedNode         = new BTActionNode(m_diedCommand);

        //second2
        m_instanceEnemyNode2 = new BTActionNode(m_instanceEnemy2Command);
        m_waiting3Node       = new BTActionNode(m_waiting3Command);
        List <BaseBTNode> twoSelection = new List <BaseBTNode>();

        twoSelection.Add(m_randomAttackNode);
        twoSelection.Add(m_randomAttackNode2);
        m_randomTwoSelectionAttack = new BTOnOffSelector(twoSelection);
        m_waiting4Node             = new BTActionNode(m_waiting4Command);

        //first1
        m_isDyingNode    = new BTConditionNotToEnd(m_isDyingCondition);
        m_afterDyingNode = new BTBoolSelector(m_diedNode, m_dyingMotionNode,
                                              m_isAfterDyingNode);
        List <BaseBTNode> commonAction2 = new List <BaseBTNode>();

        commonAction2.Add(m_instanceEnemyNode2);
        commonAction2.Add(m_waiting3Node);
        commonAction2.Add(m_randomAttackNode);
        commonAction2.Add(m_waiting4Node);
        m_commonActionNode2 = new BTSequence(commonAction2);

        //root
        m_rootNode2 = new BTTEandNTEBoolSelector(m_afterDyingNode, m_commonActionNode2,
                                                 m_isDyingNode);

        status              = GetComponent <BossStatus>();
        movePosition        = new Vector3[4];
        lookAtPosition      = new Vector3[4];
        isHealthHalfDown    = false;
        isPreHealthHalfDown = false;
    }
예제 #21
0
    protected override void Init()
    {
        base.Init();
        root = new BTPrioritySelector();   // 根节点首先是一个选择器

        // 转移条件
        // 远程攻击条件
        MonsterCheckPlayerInRangeAndRandomAttack longAttack = new MonsterCheckPlayerInRangeAndRandomAttack(checkPlayerRange, PLAYER_NAME, true);
        // 进程攻击条件
        MonsterCheckPlayerInRangeAndRandomAttack meleeAttack = new MonsterCheckPlayerInRangeAndRandomAttack(checkPlayerRange, PLAYER_NAME, false);
        // 静止条件
        MonsterCheckPlayerInRange playerNotInRange = new MonsterCheckPlayerInRange(checkPlayerRange, PLAYER_NAME, true);

        // 行为节点
        move = new MonsterMove(DESTINATION, moveSpeed);
        MonsterFindToTargetDestination findMeleeToTargetDestination = new MonsterFindToTargetDestination(PLAYER_NAME, PLAYERLOCATION, DESTINATION, ATKMeleeDistance);
        MonsterFindToTargetDestination findLongToTargetDestination  = new MonsterFindToTargetDestination(PLAYER_NAME, PLAYERLOCATION, DESTINATION, ATKLongDistance);
        MonsterWait monsterWait = new MonsterWait();

        MonsterLongDistanceAttacks monsterLongDistanceAttacks = new MonsterLongDistanceAttacks(longDistanceATK);
        MonsterMeleeAttack         monsterMeleeAttack         = new MonsterMeleeAttack(meleeATK);

        MonsterRotateToTarget monsterMoveRotate = new MonsterRotateToTarget(DESTINATION);
        MonsterRotateToTarget attackRotate      = new MonsterRotateToTarget(PLAYERLOCATION);

        MonsterRandomMoveDistance randomMoveDistance = new MonsterRandomMoveDistance(DESTINATION, moveX, moveZ);

        // 随机巡逻(玩家不在攻击范围)
        BTSequence randomMove = new BTSequence(playerNotInRange);

        {
            BTParallel parallel = new BTParallel(BTParallel.ParallelFunction.And);
            {
                parallel.AddChild(randomMoveDistance);         // 随机找一个移动地点
                BTSequence rotateAndMove = new BTSequence();
                {
                    rotateAndMove.AddChild(monsterMoveRotate);
                    rotateAndMove.AddChild(move);
                }
                parallel.AddChild(rotateAndMove);             // 怪物朝着目的地移动
            }
            randomMove.AddChild(parallel);
        }
        root.AddChild(randomMove);

        // 进程攻击(一个随机数并且玩家在攻击范围内)
        BTSequence meleeattack = new BTSequence(meleeAttack);

        {
            BTParallel parallel = new BTParallel(BTParallel.ParallelFunction.Or);
            {
                parallel.AddChild(findMeleeToTargetDestination);    // 先找到走到攻击目标的目的地
                BTSequence rotateAndMove = new BTSequence();
                {
                    rotateAndMove.AddChild(monsterMoveRotate);
                    rotateAndMove.AddChild(move);
                }
                parallel.AddChild(rotateAndMove);                   // 怪物朝着目的地移动
            }
            meleeattack.AddChild(parallel);
            meleeattack.AddChild(attackRotate);                     // 怪物朝向玩家
            meleeattack.AddChild(monsterMeleeAttack);               // 进行攻击
        }
        root.AddChild(meleeattack);

        // 远程攻击(一个随机数并且玩家在攻击范围内)
        BTSequence longattack = new BTSequence(longAttack);

        {
            BTParallel parallel = new BTParallel(BTParallel.ParallelFunction.Or);
            {
                parallel.AddChild(findLongToTargetDestination);    // 先找到走到攻击目标的目的地
                BTSequence rotateAndMove = new BTSequence();
                {
                    rotateAndMove.AddChild(monsterMoveRotate);
                    rotateAndMove.AddChild(move);
                }
                parallel.AddChild(rotateAndMove);                   // 怪物朝着目的地移动
            }
            longattack.AddChild(parallel);
            longattack.AddChild(attackRotate);                          // 怪物朝向玩家
            longattack.AddChild(monsterLongDistanceAttacks);            // 进行攻击
        }
        root.AddChild(longattack);
    }