private BehaviourTree.BaseNode CreateNode(BTModel.BehaviourTreeNode data) { switch (data.name.ToLower()) //toLower convierte el string en minusculas { case "repeatuntilfailure": return(new BehaviourTree.RepeatUntilFail(data.id)); case "sequence": /* if (data.description == "Hungry") { return new BehaviourTree.Sequence("ae1d73ce - db2f - 4bf9 - bf8c - 0c2781954d3f"); }*/ //añadidomíoFALLA return(new BehaviourTree.Sequence(data.id)); case "priority": return(new BehaviourTree.Selector(data.id)); case "wait": int ms = System.Convert.ToInt32(data.properties["milliseconds"]); return(new Wait(data.id, ms, this)); case "getnextposition": Debug.Log("voy a buscar posicion"); return(new GetNextPosition(data.id, this)); case "movetoposition": return(new MoveToPosition(data.id, this)); //hunugryyy....-----------.----------------.------------.---------------- case "hungry?": return(new Hungry(data.id, this)); case "foodavailable?": return(new FoodAvailable(data.id, this)); case "findfood": return(new FindFood(data.id, this)); case "eat": return(new Eat(data.id, this)); case "createfruitmix": return(new CreateFruitMix(data.id, this)); default: return(new BehaviourTree.NoopNode(data.id, data.name)); } }
private BehaviourTree.BaseNode CreateNode(BTModel.BehaviourTreeNode data) { switch (data.name.ToLower()) { case "repeatuntilfailure": return(new BehaviourTree.RepeatUntilFail(data.id)); case "sequence": return(new BehaviourTree.Sequence(data.id)); case "priority": return(new BehaviourTree.Selector(data.id)); case "wait": int ms = System.Convert.ToInt32(data.properties["milliseconds"]); return(new Wait(data.id, ms)); case "getnextposition": return(new GetNextPosition(data.id, this)); case "movetoposition": return(new MoveToPosition(data.id, this)); case "onplayerhungry": return(new onPlayerHungry(data.id, hungry_bar)); case "isfoodavailable": return(new isFoodAvailable(data.id, this)); case "onplayerfindfood": return(new onPlayerFindFood(data.id, this)); case "onplayereat": return(new onPlayerEat(data.id, this, player_animator, hungry_bar)); default: return(new BehaviourTree.NoopNode(data.id, data.name)); } }