Exemplo n.º 1
0
 void BindBehaviourTreeEvent(bool bind)
 {
     if (Runner == null)
     {
         return;
     }
     if (bind)
     {
         Runner.OnBehaviourTreeBegin += OnBehaviourTreeBegin;
         Runner.OnBehaviourTreeFrame += OnBehaviourTreeFrame;
         for (int i = 0; i < TreeCanvas.ElementCount; i++)
         {
             BehaviourNodeGUI node = TreeCanvas.GetElement <BehaviourNodeGUI>(i);
             if (node == null)
             {
                 continue;
             }
             node.RuntimeNode = Runner.FindRuntimeNode(node.Self.BTId);
         }
     }
     else
     {
         Runner.OnBehaviourTreeBegin -= OnBehaviourTreeBegin;
         Runner.OnBehaviourTreeFrame -= OnBehaviourTreeFrame;
         for (int i = 0; i < TreeCanvas.ElementCount; i++)
         {
             BehaviourNodeGUI node = TreeCanvas.GetElement <BehaviourNodeGUI>(i);
             if (node == null)
             {
                 continue;
             }
             node.RuntimeNode = null;
         }
     }
 }
Exemplo n.º 2
0
 public void EditNodes(EditDelegate <BehaviourNodeGUI> editor)
 {
     for (int i = 0; i < TreeCanvas.ElementCount; i++)
     {
         BehaviourNodeGUI node = TreeCanvas.GetElement <BehaviourNodeGUI>(i);
         if (node != null)
         {
             editor(node);
         }
     }
 }
Exemplo n.º 3
0
 public void SelectNodes(FilterDelegate <BehaviourNodeGUI> selector)
 {
     for (int i = 0; i < TreeCanvas.ElementCount; i++)
     {
         BehaviourNodeGUI node = TreeCanvas.GetElement <BehaviourNodeGUI>(i);
         if (node != null)
         {
             node.IsSelected = selector(node);
         }
     }
 }
Exemplo n.º 4
0
 private void OnBehaviourTreeFrame(BehaviourTreeRunner btree)
 {
     if (btree == Runner)
     {
         for (int i = 0; i < TreeCanvas.ElementCount; i++)
         {
             BehaviourNodeGUI node = TreeCanvas.GetElement <BehaviourNodeGUI>(i);
             if (node != null)
             {
                 node.SyncRuntimeState(btree);
             }
         }
     }
 }
Exemplo n.º 5
0
        void ExportTreeData()
        {
            List <BTData>       nodes    = new List <BTData>();
            List <PaintElement> children = new List <PaintElement>();
            int rootId = 0;

            for (int i = 0; i < TreeCanvas.ElementCount; i++)
            {
                BehaviourNodeGUI bnode = TreeCanvas.GetElement <BehaviourNodeGUI>(i);
                if (bnode == null)
                {
                    continue;
                }
                if (TreeGraph.GetParent(0, bnode) == mRootGUI)
                {
                    rootId = bnode.Self.BTId;
                }
                BTData data = bnode.ExportNodeData(nodes);

                children.Clear();
                TreeGraph.GetAllChildren(0, bnode, children);
                GlobalUtil.Sort(children, (x, y) => x.LocalRect.center.x <= y.LocalRect.center.x ? -1 : 1);
                data.m_Children = new int[children.Count];
                for (int j = 0; j < children.Count; j++)
                {
                    BehaviourNodeGUI child = children[j] as BehaviourNodeGUI;
                    data.m_Children[j] = child == null ? 0 : child.Self.BTId;
                }
            }
            BehaviourAsset.m_RootNodeId = rootId;
            GlobalUtil.Sort(nodes, (x, y) => x.m_Id - y.m_Id);
            BehaviourAsset.m_Datas  = nodes.ToArray();
            BehaviourAsset.m_Sorted = true;

            BehaviourTreeAsset.Comment[] comments = new BehaviourTreeAsset.Comment[CommentCanvas.ElementCount];
            for (int i = 0; i < comments.Length; i++)
            {
                comments[i] = new BehaviourTreeAsset.Comment();
                BehaviourCommentGUI com = CommentCanvas.GetElement <BehaviourCommentGUI>(i);
                if (com != null)
                {
                    comments[i].m_Rect    = com.LocalRect;
                    comments[i].m_Comment = com.Comment ?? "";
                }
            }
            BehaviourAsset.m_Comments = comments;
            EditorUtility.SetDirty(BehaviourAsset);
        }