//获得实体配置 private string GetEntityCnf(int entityConfId) { if (entityCnf.ContainsKey(entityConfId)) { return(entityCnf[entityConfId]); } string jsonStr = LoadHelper.LoadString(ECSDefPath.GetEntityCnfName(entityConfId)); entityCnf.Add(entityConfId, jsonStr); return(jsonStr); }
/// <summary> /// 加载行为树 /// </summary> /// <returns></returns> private BehaviorTree LoadBehavior(RequestId treeId) { string jsonStr = LCLoad.LoadHelper.LoadString(ECSDefPath.GetBevTreeCnfName(treeId)); BehaviorTree behavior = JsonMapper.ToObject <BehaviorTree>(jsonStr); if (behavior == null) { return(null); } return(behavior); }
public override void ExportGraph(List <InternalBaseGraphAsset> assets) { for (int i = 0; i < assets.Count; i++) { DecisionAsset decisionAsset = assets[i] as DecisionAsset; BaseGraph graphData = decisionAsset.DeserializeGraph(); //运行时数据结构 DecisionTree model = new DecisionTree(decisionAsset.TreeId, SerializeHelp.SerializeToTree(graphData)); string filePath = ECSDefPath.GetDecTreePath(decisionAsset.TreeId); IOHelper.WriteText(JsonMapper.ToJson(model), filePath); Debug.Log($"决策树生成成功>>>>{filePath}"); } AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); }
public override void ExportGraph(List <InternalBaseGraphAsset> assets) { for (int i = 0; i < assets.Count; i++) { EntityGraphAsset entityAsset = assets[i] as EntityGraphAsset; BaseGraph graphData = entityAsset.DeserializeGraph(); //运行时数据结构 Entity model = SerializeToEntityModel(graphData, entityAsset); string filePath = ECSDefPath.GetEntityPath(entityAsset.entityId); IOHelper.WriteText(JsonMapper.ToJson(model), filePath); Debug.Log($"实体配置生成成功>>>>{filePath}"); } AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); }
public override void ExportGraph(List <InternalBaseGraphAsset> assets) { for (int i = 0; i < assets.Count; i++) { BehaviorAsset behaviorAsset = assets[i] as BehaviorAsset; BaseGraph graphData = behaviorAsset.DeserializeGraph(); //运行时数据结构 BehaviorTree model = new BehaviorTree(behaviorAsset.ReqId, SerializeHelp.SerializeToTree(graphData)); string filePath = ECSDefPath.GetBevTreePath(behaviorAsset.ReqId); IOHelper.WriteText(JsonMapper.ToJson(model), filePath); Debug.Log($"行为树生成成功>>>>{filePath}"); } AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); }