protected Node GetDrink(SmartCharacter user) { return new Sequence( user.Node_Require(StateName.RoleActor, StateName.IsStanding, ~StateName.RightHandOccupied, ~StateName.IsIncapacitated), this.Node_Require(StateName.RoleDispenser), user.Node_GoTo(this.StandPoint.position), user.Node_OrientTowards(this.DrinkButton.transform.position), new DecoratorCatch( () => //if terminates, make sure the right hand interaction and headlook is stopped { user.Character.StopInteraction(FullBodyBipedEffector.RightHand); user.Character.HeadLookStop(); }, new Sequence( user.Node_StartInteraction(FullBodyBipedEffector.RightHand, this.DrinkButton), user.Node_WaitForTrigger(FullBodyBipedEffector.RightHand), new SequenceParallel( //user.Node_HeadLook(this.DrinkPickup.transform.position), user.Node_OrientTowards(this.DrinkPickup.transform.position)), user.Node_StopInteraction(FullBodyBipedEffector.RightHand), new LeafWait(1000), new LeafInvoke(() => GenerateDrink()), new LeafWait(500))), user.ST_Pickup(DrinkHolder, DrinkPickup), user.Node_Set(StateName.HoldingDrink, StateName.RightHandOccupied), user.Node_GoTo(this.LeavePoint.position)); }
protected Node Attend(SmartCharacter user) { return new Sequence( user.Node_GoTo(TellerStandPoint.position), user.Node_OrientTowards(CustomerStandPoint.position), user.Node_Set(StateName.IsImmobile), user.Node_Set(this.Id, RelationName.IsAttending), this.Node_Set(StateName.IsOccupied)); }
protected Node GetTicket(SmartCharacter user) { return new Sequence( new LeafInvoke(() => GenerateTicket()), user.Node_GoTo(StandPoint.position), user.Node_OrientTowards(TicketHolder.transform.position), user.ST_Pickup(TicketHolder, InteractionTake), new DecoratorCatch( () => GameObject.Destroy(user.HoldPropRightHand.CurrentProp.gameObject), user.Node_GoTo(rect.RandomPoint(GoToEdge1.position.y))), new LeafInvoke(() => GameObject.Destroy(user.HoldPropRightHand.CurrentProp.gameObject))); }
/// <summary> /// Subtree for the user switching the lamp on/off. /// </summary> /// <param name="switchTo">THe desired state of StateName.IsTurnedOn after executing the tree.</param> private Node ST_Switch(SmartCharacter user, StateName switchTo) { return new Sequence( user.Node_Require(StateName.RoleActor, StateName.IsStanding), this.Node_Require(StateName.RoleTelevision, ~switchTo), user.Node_GoTo(turnOnOffStandPoint.position), user.Node_OrientTowards(onOffSwitch.transform.position), user.Node_StartInteraction(FullBodyBipedEffector.LeftHand, onOffSwitch), user.Node_WaitForTrigger(FullBodyBipedEffector.LeftHand), user.Node_StopInteraction(FullBodyBipedEffector.LeftHand), this.Node_Set(switchTo) ); }
/// <summary> /// Subtree for the user switching the lamp on/off. /// </summary> /// <param name="switchTo">THe desired state of StateName.IsTurnedOn after executing the tree.</param> private Node ST_Switch(SmartCharacter user, StateName switchTo) { return new Sequence( user.Node_Require(StateName.RoleActor, StateName.IsStanding), this.Node_Require(StateName.RoleLamp, ~switchTo), user.Node_GoTo(standPoint.position), user.Node_OrientTowards(lightSwitch.transform.position), user.Node_StartInteraction(FullBodyBipedEffector.RightHand, lightSwitch.interactionObject), user.Node_WaitForFinish(FullBodyBipedEffector.RightHand), user.Node_StopInteraction(FullBodyBipedEffector.RightHand), new LeafInvoke(() => lightSwitch.Set(switchTo > 0)), this.Node_Set(switchTo) ); }
private static Node Coerce( SmartCharacter aggressor, SmartCharacter target, Val<float> distance) { return new Sequence( aggressor.Node_GoToUpToRadius(Val.V(() => target.transform.position), distance), aggressor.Node_OrientTowards(Val.V(() => target.transform.position)), aggressor.Node_Icon("stickup"), new SequenceParallel( aggressor.Behavior.ST_PlayHandGesture("pistolaim", 4000), new Sequence( new LeafWait(2000), target.Node_OrientTowards(Val.V(() => aggressor.transform.position))))); }
protected Node PickupWeapon(SmartCharacter user) { return new Sequence( new Selector( new Sequence( new LeafAssert(() => (user.transform.position - this.transform.position).magnitude < 1.0f), new LeafInvoke(() => user.Character.NavStop())), user.Node_GoToUpToRadius(Val.V(() => this.transform.position), 1.0f)), user.Node_OrientTowards(Val.V(() =>this.transform.position)), user.Node_StartInteraction(FullBodyBipedEffector.RightHand, this.InteractionTakeGun), new LeafWait(500), new LeafInvoke(() => this.Holder.CurrentProp.FadeOut()), new LeafWait(500), new LeafInvoke(() => user.HoldPropRightHand.Attach(this.Holder.Release())), new LeafInvoke(() => user.GetRightProp().FadeIn()), user.Node_StopInteraction(FullBodyBipedEffector.RightHand), new LeafWait(1000), this.Node_Set(~StateName.HoldingWeapon, ~StateName.IsOccupied), user.Node_Set(StateName.HoldingWeapon, StateName.RightHandOccupied)); }
/// <summary> /// Subtree for Give. Here holdingState should be the StateName corresponding /// to the state for holding the object exchanged, e.g. HoldingWallet, HoldingBall. /// beforeGive and afterGive can be used to specify actions to be done both before the give starts /// (but after they have met and oriented towards each other) and to be done after the give ends. /// </summary> protected Node ST_Give(SmartCharacter user, StateName holdingState, Node beforeGive, Node afterGive) { return new Sequence( user.Node_Require(StateName.RoleActor, StateName.IsStanding, holdingState, ~StateName.IsIncapacitated), this.Node_Require(StateName.RoleActor, StateName.IsStanding, ~holdingState, ~StateName.IsIncapacitated), new SequenceParallel( user.Node_GoToUpToRadius(new Val<Vector3>(this.transform.position), 1.0f), this.Node_OrientTowards(new Val<Vector3>(user.transform.position)), user.Node_OrientTowards(new Val<Vector3>(this.transform.position))), beforeGive, new SequenceParallel( user.Node_StartInteraction(FullBodyBipedEffector.RightHand, this.InteractionGive), new Sequence( new LeafWait(1000), this.Node_StartInteraction(FullBodyBipedEffector.RightHand, this.InteractionTake)), user.Node_WaitForTrigger(FullBodyBipedEffector.RightHand), this.Node_WaitForTrigger(FullBodyBipedEffector.RightHand)), new LeafInvoke(() => this.HoldPropRightHand.Attach(user.HoldPropRightHand.Release())), user.Node_Set(~holdingState), afterGive, this.Node_Set(holdingState), new SequenceParallel( user.Node_StopInteraction(FullBodyBipedEffector.RightHand), this.Node_StartInteraction(FullBodyBipedEffector.RightHand, this.InteractionHoldRight))); }
/// <summary> /// ABAS /// </summary> /// <param name="userA"></param> /// <param name="userB"></param> /// <param name="myAnims"></param> /// <param name="userAnims"></param> /// <returns></returns> public Node ST_DistractAndSteal( SmartCharacter userA, SmartCharacter userB) { Vector3 origPosition = userB.transform.position; return new Sequence( userA.Node_WaveTo(this), this.Node_OrientTowards(Val.V(() => userA.transform.position)), this.Node_GoToUpToRadius(Val.V(() => userA.transform.position), 1.2f), new SequenceParallel( userB.Node_HeadLook(Val.V(() => this.MarkerHead.position)), new SequenceParallel( userA.ST_JustTalk(this), new Sequence( userB.Node_OrientTowards(Val.V(() => this.transform.position)), new LeafWait(2000), this.Steal(userB), new LeafWait(1800), userB.Node_GoTo(Val.V(() => origPosition)), userB.Node_WaveTo(userA), userA.Node_GoToUpToRadius(Val.V(() => userB.transform.position), 1.2f), userB.ST_TalkHappily(userA)))) ); }
/// <summary> /// ABAS /// </summary> /// <param name="userA"></param> /// <param name="userB"></param> /// <param name="myAnims"></param> /// <param name="userAnims"></param> /// <returns></returns> public Node ST_ConverseThree( SmartCharacter userA, SmartCharacter userB) { return new Sequence( new SequenceParallel( Node_CallForAttention(userA), userA.Node_GoToUpToRadius(Val.V(() => this.transform.position), 1.2f), userB.Node_GoToUpToRadius(Val.V(() => this.transform.position), 1.2f)), userB.Node_HeadLook(Val.V(() => this.MarkerHead.position)), userB.Node_PlayHandGesture(Val<string>.V(() => "Dismiss"), Val<long>.V(() => 2000L)), new Sequence( ST_TalkHappily(userA)), new SequenceParallel( userA.Node_OrientTowards(Val.V(() => userB.transform.position)), userB.ST_TalkHappily(this), ST_TalkHappily(userA)) ); }
protected Node Coerce(SmartCharacter user) { return new Sequence( // user.Node_Require(StateName.RoleActor, StateName.HoldingWeapon, StateName.IsStanding, // ~StateName.IsIncapacitated), // this.Node_Require(StateName.RoleActor, StateName.IsStanding, ~StateName.IsIncapacitated), new DecoratorForceStatus( RunStatus.Success, new Sequence( new LeafAssert(() => WaypointFront == null), this.ST_DoApproach(user, 1.0f))), new DecoratorForceStatus( RunStatus.Success, new Sequence( new LeafAssert(() => WaypointFront != null), user.Node_GoTo(Val.V(() => WaypointFront.position)), user.Node_OrientTowards(this.transform.position), this.Node_OrientTowards(Val.V(() => user.transform.position)))), //this.ST_DoApproach(user, 1.0f), user.Node_Icon("exclamation"), new LeafWait(2000), user.Node_Icon(null)); }
public Node TakeKeysFromBehind(SmartCharacter user) { return new Sequence( user.Node_GoTo(new Val<Vector3>(() => this.WaypointBack.transform.position)), user.Node_OrientTowards(Val.V(() => this.transform.position)), //this.Node_Icon("key"), user.Node_StartInteraction(FullBodyBipedEffector.RightHand, this.InteractionStealWallet), // user.Node_WaitForTrigger(FullBodyBipedEffector.RightHand), user.Node_StopInteraction(FullBodyBipedEffector.RightHand), // this.Node_Icon(null), // user.Node_Icon("key"), new LeafWait(1000)//, // user.Node_Icon(null), // this.Node_Set(~StateName.HasKeys), // user.Node_Set(StateName.HasKeys)); ); }
protected Node ST_Take(SmartCharacter user, StateName holdingState, Node afterTake) { return new Sequence( user.Node_Require(StateName.RoleActor, StateName.IsStanding, ~StateName.HoldingBall, ~StateName.HoldingWallet, ~StateName.IsIncapacitated), this.Node_Require(StateName.RoleTable, holdingState), user.Node_GoTo(this.StandPoint.position), new SequenceParallel( user.Node_HeadLook(this.PropPickup.transform.position), user.Node_OrientTowards(this.PropPickup.transform.position)), new DecoratorCatch( () => { user.Character.StopInteraction(FullBodyBipedEffector.RightHand); user.Character.HeadLookStop(); }, new Sequence( user.Node_StartInteraction(FullBodyBipedEffector.RightHand, this.PropPickup), user.Node_WaitForTrigger(FullBodyBipedEffector.RightHand), new LeafInvoke(() => user.HoldPropRightHand.Attach(this.PropHolder.Release())), user.Node_HeadLookStop())), this.Node_Set(~holdingState), afterTake, user.Node_Set(holdingState), user.Node_StartInteraction(FullBodyBipedEffector.RightHand, user.InteractionHoldRight), user.Node_WaitForTrigger(FullBodyBipedEffector.RightHand), new LeafWait(300)); }
private static Node BeginCoerce( SmartCharacter coercer, SmartCharacter target) { return new Sequence( coercer.Node_OrientTowards(Val.V(() => target.transform.position)), coercer.Node_Icon("shouting"), new LeafInvoke(() => coercer.trackTarget = target.transform), new LeafAffordance("RaiseGun", coercer, coercer), target.Node_OrientTowards(Val.V(() => coercer.transform.position)), new LeafWait(2000), coercer.Node_Icon(null)); }
private static Node ApproachUpTo(SmartCharacter approacher, SmartCharacter target, float distance) { return new Sequence( approacher.Node_GoToUpToRadius(Val.V(() => target.transform.position), distance), approacher.Node_OrientTowards(Val.V(() => target.transform.position))); }
protected Node TellerPutMoney(SmartCharacter user) { return new Sequence( this.Node_Require(StateName.RoleTeller, StateName.HoldingWallet), user.Node_Require(StateName.RoleTeller, StateName.IsStanding, ~StateName.RightHandOccupied, ~StateName.IsIncapacitated), this.Node_Require(user.Id, RelationName.IsAdjacentTo), user.Node_GoTo(TellerStandPoint.position), user.Node_OrientTowards(CustomerStandPoint.position), user.ST_Pickup(HoldPropIntermediate, InteractionIntermediateTeller), user.ST_Put(HoldPropStorage, InteractionStorage), this.Node_Set(~StateName.HoldingWallet)); }
protected Node TellerPutHidden(SmartCharacter user) { return new Sequence( user.Node_GoTo(TellerStandPoint.position), user.Node_OrientTowards(CustomerStandPoint.position), user.ST_Pickup(HoldPropIntermediate, InteractionIntermediateTeller), new LeafInvoke(() => user.GetRightProp().FadeOut()), user.ST_Put(HoldPropStorage, InteractionStorage)); }
protected Node GiveBriefcase(SmartCharacter user) { return new Sequence( user.Node_GoToUpToRadius(Val.V(() => this.transform.position), 1.5f), new SequenceParallel( user.Node_OrientTowards(Val.V(() => this.transform.position)), this.Node_OrientTowards(Val.V(() => user.transform.position))), new SequenceParallel( user.Node_StartInteraction(FullBodyBipedEffector.LeftHand, this.InteractionGive), new Sequence( new LeafWait(1000), this.Node_StartInteraction(FullBodyBipedEffector.LeftHand, this.InteractionTake)), user.Node_WaitForTrigger(FullBodyBipedEffector.LeftHand), this.Node_WaitForTrigger(FullBodyBipedEffector.LeftHand)), new LeafInvoke(() => this.HoldPropLeftHand.Attach(user.HoldPropLeftHand.Release())), user.Node_Set(~StateName.HasBackpack), this.Node_Set(StateName.HasBackpack), new SequenceParallel( user.Node_StopInteraction(FullBodyBipedEffector.LeftHand), this.Node_StopInteraction(FullBodyBipedEffector.LeftHand))); }
protected Node StandInFront(SmartCharacter user) { return new Sequence( user.Node_GoTo(CustomerStandPoint.position), user.Node_OrientTowards(TellerStandPoint.position), user.Node_NudgeTo(CustomerStandPoint.position)); }
protected Node TakeWeaponIncapacitated(SmartCharacter user) { return new Sequence( user.Node_GoToUpToRadius(Val.V(() => this.WaypointFront.position), 1.0f), user.Node_OrientTowards(Val.V(() => this.transform.position)), //TODO new interaction object to take the weapon? user.Node_StartInteraction(FullBodyBipedEffector.RightHand, this.InteractionGive), user.Node_WaitForTrigger(FullBodyBipedEffector.RightHand), new LeafInvoke(() => user.HoldPropRightHand.Attach(this.HoldPropRightHand.Release())), this.Node_Set(~StateName.RightHandOccupied, ~StateName.HoldingWeapon), user.Node_Set(StateName.RightHandOccupied, StateName.HoldingWeapon), new LeafInvoke(() => Debug.Log("Here2")), user.Node_StopInteraction(FullBodyBipedEffector.RightHand)); }