Exemplo n.º 1
0
        public override BehaviourTreeStatus Tick(GameTime gameTime)
        {
            if (condition(gameTime))
            {
                if (ifFalse != null)
                {
                    ifFalse.Reset();
                }

                var status = ifTrue.Tick(gameTime);

                if (ifTrue is LongRunningActionNode && ((LongRunningActionNode)ifTrue).IsBlocking && status == BehaviourTreeStatus.Running)
                {
                    rootNode.AddBlockingNode((LongRunningActionNode)ifTrue);
                }

                return(status);
            }
            else
            {
                ifTrue.Reset();

                var status = ifFalse != null?ifFalse.Tick(gameTime) : BehaviourTreeStatus.Failure;

                if (ifFalse != null && ifFalse is LongRunningActionNode && ((LongRunningActionNode)ifFalse).IsBlocking && status == BehaviourTreeStatus.Running)
                {
                    rootNode.AddBlockingNode((LongRunningActionNode)ifFalse);
                }

                return(status);
            }
        }
Exemplo n.º 2
0
        public BehaviourTreeStatus Tick(GameTime gameTime)
        {
            elapsedTime += gameTime.ElapsedGameTime;

            if (forceTreeTick || elapsedTime >= TickFrequency)
            {
                forceTreeTick = false;

                if (blockingRunningNodes.Count > 0)
                {
                    for (int i = 0; i < blockingRunningNodes.Count; i++)
                    {
                        var status = blockingRunningNodes[i].Tick(new GameTime(gameTime.TotalGameTime, elapsedTime));

                        if (status != BehaviourTreeStatus.Running)
                        {
                            blockingRunningNodes.RemoveAt(i);
                            i--;
                        }
                    }

                    elapsedTime = TimeSpan.Zero;

                    return(BehaviourTreeStatus.Running);
                }
                else
                {
                    var outcome = childNode.Tick(new GameTime(gameTime.TotalGameTime, elapsedTime));

                    elapsedTime = TimeSpan.Zero;

                    if (outcome != BehaviourTreeStatus.Running)
                    {
                        Reset();
                    }

                    return(outcome);
                }
            }

            return(BehaviourTreeStatus.Success);
        }
Exemplo n.º 3
0
 private void Update()
 {
     tree.Tick(new TimeData(Time.deltaTime));
 }
Exemplo n.º 4
0
        public virtual void Update(GameTime gameTime)
        {
            Debug.Assert(behaviorTree != null, "BehaviorTree is null, did you forget to call createBehaviorTree in the constructor?");

            behaviorTree.Tick(gameTime);
        }