public MoveNode( IActorStateModel actorStateModel, AiMovementController aiMovementController) { _aiMovementController = aiMovementController; _blackBoard = actorStateModel.Get <BlackBoardDataComponent>(); }
public EnterScreenNode( IActorStateModel actorStateModel, AiMovementController aiMovementController, ScreenSizeModel screenSizeModel) { _aiMovementController = aiMovementController; _screenSizeModel = screenSizeModel; _originDataComponent = actorStateModel.Get <OriginDataComponent>(); _transformDataComponent = actorStateModel.Get <TransformDataComponent>(); }
public BehaviourTree Create( IActorStateModel actor, AiMovementController aiMovementController) { _actorStateModel = actor; _aiMovementController = aiMovementController; _generatedNodes = new List <IBehaviourTreeNode>(); // @formatter:off var startNode = new BehaviourTreeBuilder() .Selector() .Splice(SpawningTree(actor)) .Splice(UnacquaintedTree(actor)) .Splice(NeutralTree(actor)) .Splice(FriendTree(actor)) .Splice(EnemyTree(actor)) .End() .Build(); // @formatter:on return(new BehaviourTree(startNode, _generatedNodes.ToArray())); }