public IsBlockedNode(Transform entity, EvadeNode evade, float radiusSize, float dodgeDistance) : base() { this.entity = entity; this.evade = evade; this.radiusSize = radiusSize; this.dodgeDistance = dodgeDistance; }
void GenerateBehaviors() { Animator a = GetAnimator(); ////////////////////////////////// Movement ////////////////////////////////// EvadeNode evade = new EvadeNode(this.rB, speed, 0.4f, 25); IsBlockedNode isBlocked = new IsBlockedNode(transform, evade, 1, 1); MoveNode move = new MoveNode(rB, target, speed, atkRange); SequenceNode evading = new SequenceNode(new List <Node>() { isBlocked, evade }); SelectorNode movement = new SelectorNode(new List <Node>() { evading, move }); ////////////////////////////////// Death ////////////////////////////////// HealthCheckNode isDead = new HealthCheckNode(this, 0, true); ClampSuccessNode isDeadClamped = new ClampSuccessNode(isDead); AnimationNode deathAnim = new AnimationNode(a, "Die"); OnAnimationCompleteNode onDeathAnimComplete = new OnAnimationCompleteNode(a, "Die"); DestroyNode destroy = new DestroyNode(this.gameObject); SequenceNode death = new SequenceNode(new List <Node> { isDeadClamped, deathAnim, onDeathAnimComplete, destroy }); ////////////////////////////////// Cover ////////////////////////////////// HealthCheckNode isLow = new HealthCheckNode(this, consideredLowHP, true); SoundNode hurtSFX = new SoundNode(Sound.SeaMonsterHurt); RandomNode chanceHurtSFX = new RandomNode(hurtSFX, 0.4f); ColorFlashNode hurtFlash = new ColorFlashNode(GetMaterial(), Color.red, 3, 1); RecoverHealthNode hpRecover = new RecoverHealthNode(this, hpRecoveryMultiplier); FindCover findCover = new FindCover(this, target, 10); SequenceNode hurting = new SequenceNode(new List <Node>() { chanceHurtSFX, hurtFlash }); SequenceNode recovering = new SequenceNode(new List <Node>() { hpRecover, hurting }); SequenceNode covering = new SequenceNode(new List <Node>() { findCover, movement }); ParallelNode recoveringAndCovering = new ParallelNode(new List <Node>() { recovering, covering }, 2); SequenceNode cover = new SequenceNode(new List <Node>() { isLow, recoveringAndCovering }); ////////////////////////////////// Attack ////////////////////////////////// // Condition To Start Attack Sequence IsInRangeNode isInATKRange = new IsInRangeNode(atkRange, transform, target); // Attack Sequence AnimationNode readyUpAnim = new AnimationNode(a, "Aim"); LookNode aim = new LookNode(rB, target, 1, 12, 7); AnimationNode strikeAnim = new AnimationNode(a, "Fire"); TimerNode atkTimer = new TimerNode(1); // Wrapping Nodes SequenceNode attackPattern = new SequenceNode(new List <Node>() { readyUpAnim, aim, strikeAnim, atkTimer }); ResetOnStateNode resetATK = new ResetOnStateNode(attackPattern, NodeState.SUCCESS); SequenceNode attacking = new SequenceNode(new List <Node>() { isInATKRange, resetATK }); SelectorNode attack = new SelectorNode(new List <Node>() { attacking, movement }); ////////////////////////////////// Patrol ////////////////////////////////// PatrolNode patrolMove = new PatrolNode(rB, Mathf.RoundToInt(speed * 0.7f), 0.5f, 6, 20, 1.5f, 4); SelectorNode evadeAndPatrol = new SelectorNode(new List <Node>() { evading, patrolMove }); SpotTargetNode spotTarget = new SpotTargetNode(transform, 40, 80, LayerMask.NameToLayer("Target"), LayerMask.NameToLayer("Enemy")); FlagNode flag = new FlagNode(NodeState.SUCCESS, NodeState.FAILURE); FlagActivator flagActivator = new FlagActivator(flag); SequenceNode spotAndStop = new SequenceNode(new List <Node>() { spotTarget, flagActivator }); SelectorNode patroling = new SelectorNode(new List <Node>() { spotAndStop, evadeAndPatrol }); SequenceNode patrol = new SequenceNode(new List <Node>() { flag, patroling }); ////////////////////////////////// Top Node ////////////////////////////////// topNode = new Tree(new SelectorNode(new List <Node>() { death, cover, patrol, attack })); BehaviorTreeManager.AddTree(topNode); }