void BuildBehaviorTree() { MySelectorNode rootSelector = new MySelectorNode(); MySequenceNode sequenceNode1 = new MySequenceNode(); MySequenceNode sequenceNode2 = new MySequenceNode(); MySequenceNode sequenceNode3 = new MySequenceNode(); MySequenceNode sequenceNode4 = new MySequenceNode(); MySelectorNode selectorNode1 = new MySelectorNode(); StageOneDone stageOneDone = new StageOneDone(this); StageOneIsNotDone stageOneIsNotDone = new StageOneIsNotDone(this); StageTwoDone stageTwoDone = new StageTwoDone(this); StageTwoIsNotDone stageTwoIsNotDone = new StageTwoIsNotDone(this); StageThreeIsNotDone stageThreeIsNotDone = new StageThreeIsNotDone(this); Enraged enraged = new Enraged(this); SprayBulletsTimerAtZeroNode sprayBulletsTimerAtZeroNode = new SprayBulletsTimerAtZeroNode(this); SprayBulletsNode sprayBulletsNode = new SprayBulletsNode(this); SpawnEnemyTimerAtZeroNode spawnEnemyTimerAtZeroNode = new SpawnEnemyTimerAtZeroNode(this); SpawnEnemiesNode spawnEnemiesNode = new SpawnEnemiesNode(this); PlayerNearBossNode playerNearBossNode = new PlayerNearBossNode(this); BodySlamNode bodySlamNode = new BodySlamNode(this); ShootAtPlayerBossNode shootAtPlayerBossNode = new ShootAtPlayerBossNode(this); sequenceNode1.add_kid(stageOneIsNotDone); sequenceNode1.add_kid(enraged); sequenceNode1.add_kid(sprayBulletsTimerAtZeroNode); sequenceNode1.add_kid(sprayBulletsNode); sequenceNode2.add_kid(stageOneDone); sequenceNode2.add_kid(stageTwoIsNotDone); sequenceNode2.add_kid(enraged); sequenceNode2.add_kid(spawnEnemyTimerAtZeroNode); sequenceNode2.add_kid(spawnEnemiesNode); sequenceNode3.add_kid(stageTwoDone); sequenceNode3.add_kid(stageThreeIsNotDone); sequenceNode3.add_kid(enraged); sequenceNode3.add_kid(sprayBulletsTimerAtZeroNode); sequenceNode3.add_kid(sprayBulletsNode); sequenceNode3.add_kid(spawnEnemyTimerAtZeroNode); sequenceNode3.add_kid(spawnEnemiesNode); sequenceNode4.add_kid(playerNearBossNode); sequenceNode4.add_kid(bodySlamNode); selectorNode1.add_kid(sequenceNode4); selectorNode1.add_kid(shootAtPlayerBossNode); rootSelector.add_kid(sequenceNode1); rootSelector.add_kid(sequenceNode2); rootSelector.add_kid(sequenceNode3); rootSelector.add_kid(selectorNode1); behavior = new MyBehaviorTree(rootSelector); }
void BuildBehaviorTree() { MySelectorNode rootSelector = new MySelectorNode(); MySequenceNode sequenceNode1 = new MySequenceNode(); MySequenceNode sequenceNode2 = new MySequenceNode(); CheckIfPlayerIsNearEnemyLevel2Node checkIfPlayerIsNearEnemyLevel2Node = new CheckIfPlayerIsNearEnemyLevel2Node(this); ShootAtPlayerNode shootAtPlayerNode = new ShootAtPlayerNode(this); TimerAtZeroNode timerAtZeroNode = new TimerAtZeroNode(this); ShootInAllDirectionsNode shootInAllDirectionsNode = new ShootInAllDirectionsNode(this); sequenceNode1.add_kid(checkIfPlayerIsNearEnemyLevel2Node); sequenceNode1.add_kid(shootAtPlayerNode); sequenceNode2.add_kid(timerAtZeroNode); sequenceNode2.add_kid(shootInAllDirectionsNode); rootSelector.add_kid(sequenceNode1); rootSelector.add_kid(sequenceNode2); behavior = new MyBehaviorTree(rootSelector); }
void BuildBehaviorTree() { MySelectorNode rootSelector = new MySelectorNode(); MySequenceNode sequenceNode1 = new MySequenceNode(); MySequenceNode sequenceNode2 = new MySequenceNode(); CheckIfPlayerIsNearEnemyLevel1Node checkIfPlayerIsNearEnemyLevel1Node = new CheckIfPlayerIsNearEnemyLevel1Node(this); ChasePlayerNode chasePlayerNode = new ChasePlayerNode(this); ShotByPlayerNode shotByPlayerNode = new ShotByPlayerNode(this); PatrolNode patrolNode = new PatrolNode(this); sequenceNode1.add_kid(checkIfPlayerIsNearEnemyLevel1Node); sequenceNode1.add_kid(chasePlayerNode); sequenceNode2.add_kid(shotByPlayerNode); sequenceNode2.add_kid(chasePlayerNode); rootSelector.add_kid(sequenceNode1); rootSelector.add_kid(sequenceNode2); rootSelector.add_kid(patrolNode); behavior = new MyBehaviorTree(rootSelector); //behavior = new MyBehaviorTree(); }