Пример #1
0
        public void AddChild(BehaviourNode child)
        {
            switch (Type)
            {
            case NodeType.TASK:
                throw new System.Exception($"Failed to add {child.Name}. Tasks don`t have children");

            case NodeType.DECORATOR:
                if (Children.Count > 1)
                {
                    throw new System.Exception($"Failed to add {child.Name} to {Name}. Too many children");
                }
                break;
            }

            if (!_children.Contains(child))
            {
                if (child.Parent != null)
                {
                    throw new System.Exception($"Adding child to {Name} failed. {child.Name} already has parent {child.Parent.Name}");
                }
                _children.Add(child);
                child.SetParent(this);
                OnChildNodeAdded.Invoke(this, child);
            }
        }
Пример #2
0
 private void OnChildNodeStoppedSilent_Listener(BehaviourNode child, bool success)
 {
     if (m_isLimitReached || (!success && !m_waitOnFailure))
     {
         RemoveTimer(m_timeoutTimer);
     }
 }
Пример #3
0
 private void OnChildNodeStopped_Listener(BehaviourNode child, bool success)
 {
     OnChildNodeStopped_Common(child, success);
     // OnStopped.Invoke(success);
     // StopNode(success);
     StopNodeOnNextTick(success);
 }
Пример #4
0
        private void OnChildNodeStopped_Common(BehaviourNode child, bool child_success, bool silent)
        {
            int child_count = Children.Count();

            if (child_success)
            {
                m_succeededCount++;
            }
            else
            {
                m_failedCount++;
            }
            bool allChildrenStarted = RunningChildrenCount + m_succeededCount + m_failedCount == child_count;

            if (allChildrenStarted)
            {
                if (RunningChildrenCount == 0)
                {
                    if (m_failureStopCondition == StopCondition.ONE_CHILD && m_failedCount > 0)
                    {
                        m_success = false;
                    }
                    else if (m_successStopCondition == StopCondition.ONE_CHILD && m_succeededCount > 0)
                    {
                        m_success = true;
                    }
                    else if (m_successStopCondition == StopCondition.ALL_CHILDREN && m_succeededCount == child_count)
                    {
                        m_success = true;
                    }
                    else
                    {
                        m_success = false;
                    }
                    if (!silent)
                    {
                        // OnStopped.Invoke(m_success);
                        // StopNode(m_success);
                        StopNodeOnNextTick(m_success);
                    }
                }
                else if (!m_stoppedByChildren)
                {
                    if (m_failureStopCondition == StopCondition.ONE_CHILD && m_failedCount > 0)
                    {
                        m_success           = false;
                        m_stoppedByChildren = true;
                        if (!silent)
                        {
                            // StopChildren();
                            RunOnNextTick(StopChildren);
                        }
                    }
                }
            }
        }
 /// <summary>
 /// Common logic for all MonoBehaviour Update functions
 /// </summary>
 /// <param name="updateType"></param>
 private void UpdateCommon(BehaviourNode.UpdateType updateType)
 {
     if (Paused)
     {
         return;
     }
     // BehaviourNode.UpdateTime(Time.deltaTime);
     BehaviourNode.OverrideElapsedTime(Time.time);
     CurrentTree?.UpdateRecursively(updateType);
 }
Пример #6
0
 private void OnChildNodeStopped_Listener(BehaviourNode child, bool success)
 {
     if (m_isLimitReached || (!success && !m_waitOnFailure))
     {
         RemoveTimer(m_timeoutTimer);
         // OnStopped.Invoke(success);
         // StopNode(success);
         RunOnNextTick(() => { StopNode(false); });
     }
 }
Пример #7
0
        /// <summary>
        /// Get the deepest nodes in children
        /// </summary>
        public BehaviourNode[] GetLeaves(NodeState?nodeState = null)
        {
            var result = GetLeavesFromChildren(nodeState).ToArray();

            if (result.Length <= 0 && (nodeState == null || State == nodeState))
            {
                result = new BehaviourNode[] { this };
            }

            return(result);
        }
Пример #8
0
 private void OnChildNodeStopped_Listener(BehaviourNode child, bool success)
 {
     if (State != NodeState.STOPPING)
     {
         // wait one tick, to prevent endless recursions
         m_rootTimer = StartFirstChildNodeOnNextTick();
     }
     else
     {
         StopNodeOnNextTick(success);
     }
 }
Пример #9
0
        /// <summary>
        /// This is used for network peers, it tries to
        /// turn on/off behaviour nodes to match the BehaviourNodes
        /// of the host
        /// </summary>
        /// <param name="silent">If true will not invoke the OnStarted event</param>
        public bool SyncActiveLeaves(string[] nodeIDs, bool silent = true)
        {
            LastResyncNodeIDs = nodeIDs;
            var activeLeaves = new BehaviourNode[nodeIDs.Length];

            for (int i = 0; i < nodeIDs.Length; i++)
            {
                activeLeaves[i] = GetNodeByID(nodeIDs[i]);
            }

            return(SyncActiveLeaves(activeLeaves, silent));
        }
Пример #10
0
        /*
         * public override bool RequestStopNode(bool silent = false)
         * {
         *  if (base.RequestStopNode(silent))
         *  {
         *      m_isReady = true;
         *      RemoveTimer(m_timeoutTimer);
         *      if (!silent)
         *      {
         *          if (Children[0].State == NodeState.ACTIVE)
         *          {
         *              Children[0].RequestStopNode();
         *          }
         *          else
         *          {
         *              // OnStopped.Invoke(false);
         *              StopNode(false);
         *          }
         *      }
         *      return true;
         *  }
         *  return false;
         * }
         */

        private void OnChildNodeStopped_Common(BehaviourNode child, bool success)
        {
            if (m_resetOnFailiure && !success)
            {
                m_isReady = true;
                RemoveTimer(m_timeoutTimer);
            }
            else if (m_startAfterChild)
            {
                AddTimer(m_cooldownTime, m_randomVariation, 0, OnTimeout);
            }
        }
        /// <summary>
        /// Check if node is within path to this node
        /// </summary>
        public bool IsMyAncestor(BehaviourNode node)
        {
            if (this.Parent == null)
            {
                return(false);
            }
            else if (node == this.Parent)
            {
                return(true);
            }

            return(this.Parent.IsMyAncestor(node));
        }
Пример #12
0
        public void RestartChild(BehaviourNode child)
        {
            if (!Children.Contains(child))
            {
                throw new System.Exception("Not parent of this child!");
            }

            if (child.Result == true)
            {
                m_succeededCount--;
            }
            else
            {
                m_failedCount--;
            }
            child.StartNode();
        }
Пример #13
0
        private void OnChildNodeStopped_Listener(BehaviourNode child, bool success)
        {
            OnChildNodeStopped_Common(child, success);

            if (m_isLimitReached)
            {
                // OnStopped.Invoke(false);
                // StopNode(false);
                StopNodeOnNextTick(false);
            }
            else
            {
                // OnStopped.Invoke(success);
                // StopNode(success);
                StopNodeOnNextTick(success);
            }
        }
        /*
         * private void DrawBehaviourTree(Debugger debugger)
         * {
         *  EditorGUILayout.BeginVertical();
         *  {
         *      GUILayout.Label("Behaviour Tree:", EditorStyles.boldLabel);
         *
         *      EditorGUILayout.BeginVertical(nestedBoxStyle);
         *      DrawNodeTree(debugger.BehaviorTree, 0);
         *      EditorGUILayout.EndVertical();
         *  }
         *  EditorGUILayout.EndVertical();
         * }
         */

        protected override void DrawNodeButtons(BehaviourNode node)
        {
            if (node.State == BehaviourNode.NodeState.ACTIVE)
            {
                if (GUILayout.Button("stop", EditorStyles.miniButton))
                {
                    node.RequestStopNode();
                }
            }
            else if (node is BehaviourRootNode && node.State == BehaviourNode.NodeState.INACTIVE)
            {
                GUI.color = new Color(1f, 1f, 1f, 1f);
                if (GUILayout.Button("start", EditorStyles.miniButton))
                {
                    node.StartNode();
                }
                GUI.color = new Color(1f, 1f, 1f, 0.3f);
            }
        }
Пример #15
0
        public BehaviourDebugTools(BehaviourNode node, string GUItag = "")
        {
            ResetValues();
            m_node = node;

            switch (node.Type)
            {
            /*
             * case BehaviourNode.NodeType.ROOT:
             *  NodeColor = ROOT_COLOR;
             *  break;
             */
            case BehaviourNode.NodeType.COMPOSITE:
                NodeColor = COMPOSITE_COLOR;
                break;

            case BehaviourNode.NodeType.DECORATOR:
                NodeColor = (node is Decorator.BehaviourObserver) ? OBSERVER_COLOR : DECORATOR_COLOR;
                break;

            case BehaviourNode.NodeType.TASK:
                NodeColor = TASK_COLOR;
                break;
            }

            if (m_node is BehaviourRootNode)
            {
                NodeColor = ROOT_COLOR;
            }

            node.OnStarted.AddListener(OnStarted_Listener);
            node.OnStartedSilent.AddListener(OnStarted_Listener);

            node.OnStopping.AddListener(OnStopping_Listener);
            node.OnStoppingSilent.AddListener(OnStopping_Listener);

            node.OnStopped.AddListener(OnStopped_Listener);
            node.OnStoppedSilent.AddListener(OnStopped_Listener);
        }
Пример #16
0
 public int GetIndexOfChild(BehaviourNode child)
 {
     return(_children.IndexOf(child));
 }
Пример #17
0
 private void OnChildNodeStopped_Common(BehaviourNode child, bool success)
 {
     RemoveTimer(m_timeoutTimer);
 }
Пример #18
0
 /// <summary>
 /// Run child node immediately, but only if last execution wasn't at least past cooldownTime.
 /// </summary>
 /// <param name="cooldownTime">The cooldown time</param>
 /// <param name="decoratee">The child node</param>
 /// <param name="randomVariation">The random variation to the cooldown time</param>
 /// <param name="startAfterChild">Start the cooldown after the child node stops</param>
 /// <param name="resetOnFailiure">If true, the cooldown will be reset if the child node fails</param>
 public BehaviourCooldown(float cooldownTime, BehaviourNode decoratee, float randomVariation, bool startAfterChild, bool resetOnFailiure) : base("Cooldown", NodeType.DECORATOR)
 {
     AddChild(decoratee);
     Init(cooldownTime, randomVariation, startAfterChild, resetOnFailiure);
 }
Пример #19
0
 /// <summary>
 /// Run child node immediately, but only if last execution wasn't at least past cooldownTime.
 /// </summary>
 /// <param name="cooldownTime">The cooldown time</param>
 /// <param name="decoratee">The child node</param>
 /// <param name="randomVariation">The random variation to the cooldown time</param>
 public BehaviourCooldown(float cooldownTime, BehaviourNode decoratee, float randomVariation) : base("Cooldown", NodeType.DECORATOR)
 {
     AddChild(decoratee);
     Init(cooldownTime, randomVariation);
 }
Пример #20
0
 private void OnChildNodeStoppedSilent_Listener(BehaviourNode child, bool child_success)
 {
     OnChildNodeStopped_Common(child, child_success, true);
 }
Пример #21
0
 /// <summary>
 /// Run child node immediately, but only if last execution wasn't at least past cooldownTime.
 /// </summary>
 /// <param name="cooldownTime">The cooldown time</param>
 /// <param name="decoratee">The child node</param>
 public BehaviourCooldown(float cooldownTime, BehaviourNode decoratee) : base("Cooldown", NodeType.DECORATOR)
 {
     AddChild(decoratee);
     Init(cooldownTime);
 }
Пример #22
0
 public bool HasChild(BehaviourNode node)
 {
     return(Children.Contains(node));
 }
Пример #23
0
 public void RemoveChild(BehaviourNode child)
 {
     child.SetParent(null);
     _children.Remove(child);
     OnChildNodeRemoved.Invoke(this, child);
 }
Пример #24
0
 /// <summary>
 /// Run child node immediately, but only if last execution wasn't at least past cooldownTime.
 /// </summary>
 /// <summary>
 /// Run child node immediately, but only if last execution wasn't at least past cooldownTime.
 /// </summary>
 /// <param name="cooldownTime">The cooldown time</param>
 /// <param name="decoratee">The child node</param>
 /// <param name="startAfterChild">Start the cooldown after the child node stops</param>
 /// <param name="resetOnFailiure">If true, the cooldown will be reset if the child node fails</param>
 /// <param name="failOnCooldown">If true, fail instead of wait in case the cooldown is still active</param>
 public BehaviourCooldown(float cooldownTime, BehaviourNode decoratee, bool startAfterChild, bool resetOnFailiure, bool failOnCooldown) : base("Cooldown", NodeType.DECORATOR)
 {
     AddChild(decoratee);
     Init(cooldownTime, null, startAfterChild, resetOnFailiure, failOnCooldown);
 }