示例#1
0
    public Node NPCBehavior_CasualConversation(NPCBehavior agentA, NPCBehavior agentB)
    {
        return(new Sequence(
                   agentB.NPCBehavior_GoToAtDistance(agentA.transform, 1.5f, false),
                   agentB.NPCBehavior_OrientTowards(agentA.transform),
                   agentB.NPCBehavior_LookAt(agentA.transform, true),
                   agentB.NPCBehavior_DoGesture(GESTURE_CODE.WAVE_HELLO),
                   agentA.NPCBehavior_OrientTowards(agentB.transform),
                   agentA.NPCBehavior_LookAt(agentB.transform, true),
                   new DecoratorLoop(
                       new SelectorParallel(
                           new SequenceShuffle(
                               agentA.NPCBehavior_DoGesture(GESTURE_CODE.TALK_SHORT),
                               agentB.NPCBehavior_DoGesture(GESTURE_CODE.TALK_LONG),
                               agentA.NPCBehavior_DoGesture(GESTURE_CODE.ACKNOWLEDGE),
                               agentA.NPCBehavior_DoGesture(GESTURE_CODE.HURRAY),
                               agentA.NPCBehavior_DoGesture(GESTURE_CODE.DRUNK)
                               ),
                           new SequenceShuffle(
                               agentA.NPCBehavior_DoGesture(GESTURE_CODE.PHONEME_A),
                               agentB.NPCBehavior_DoGesture(GESTURE_CODE.PHONEME_E),
                               agentA.NPCBehavior_DoGesture(GESTURE_CODE.PHONEME_O),
                               agentA.NPCBehavior_DoGesture(GESTURE_CODE.PHONEME_U),
                               agentA.NPCBehavior_DoGesture(GESTURE_CODE.PHONEME_P)
                               )
                           )

                       ),
                   agentB.NPCBehavior_LookAt(null, false),
                   agentA.NPCBehavior_LookAt(null, false),
                   agentB.NPCBehavior_DoGesture(GESTURE_CODE.WAVE_HELLO)
                   ));
    }
示例#2
0
 protected Node ChoosePartner()
 {
     if (UnityEngine.Random.Range(-1f, 1f) > 0)
     {
         AgentCUpset = true;
         return(new Sequence(
                    AgentA.NPCBehavior_OrientTowards(AgentB.transform),
                    AgentA.NPCBehavior_Talk("Hi Danny Bones! I like you better than Steve!", bubbleA),
                    AgentB.NPCBehavior_Talk("Thanks Manny Bones!", bubbleB),
                    AgentC.NPCBehavior_DoGesture(GESTURE_CODE.DISSAPOINTMENT)
                    ));
     }
     else
     {
         AgentBUpset = true;
         return(new Sequence(
                    AgentA.NPCBehavior_OrientTowards(AgentC.transform),
                    AgentA.NPCBehavior_Talk("Hi Steve! I like you better than Danny Bones!", bubbleA),
                    AgentC.NPCBehavior_Talk("Thanks Manny Bones!", bubbleC),
                    AgentB.NPCBehavior_DoGesture(GESTURE_CODE.DISSAPOINTMENT)
                    ));
     }
 }
示例#3
0
 private Node die(string agent)
 {
     if (agent.Equals("c"))
     {
         //AgentC.StopAllCoroutines(); is there a way to stop all behaviors for this agent?
         return(AgentC.NPCBehavior_DoGesture(GESTURE_CODE.DIE));
     }
     else if (agent.Equals("b"))
     {
         //AgentB.StopAllCoroutines();
         return(AgentB.NPCBehavior_DoGesture(GESTURE_CODE.DIE));
     }
     else
     {
         //AgentA.StopAllCoroutines();
         return(AgentA.NPCBehavior_DoGesture(GESTURE_CODE.DIE));
     }
 }