protected Node GetDrink(SmartCharacter user) { return new Sequence( user.Node_Require(StateName.RoleActor, StateName.IsStanding, ~StateName.RightHandOccupied, ~StateName.IsIncapacitated), this.Node_Require(StateName.RoleDispenser), user.Node_GoTo(this.StandPoint.position), user.Node_OrientTowards(this.DrinkButton.transform.position), new DecoratorCatch( () => //if terminates, make sure the right hand interaction and headlook is stopped { user.Character.StopInteraction(FullBodyBipedEffector.RightHand); user.Character.HeadLookStop(); }, new Sequence( user.Node_StartInteraction(FullBodyBipedEffector.RightHand, this.DrinkButton), user.Node_WaitForTrigger(FullBodyBipedEffector.RightHand), new SequenceParallel( //user.Node_HeadLook(this.DrinkPickup.transform.position), user.Node_OrientTowards(this.DrinkPickup.transform.position)), user.Node_StopInteraction(FullBodyBipedEffector.RightHand), new LeafWait(1000), new LeafInvoke(() => GenerateDrink()), new LeafWait(500))), user.ST_Pickup(DrinkHolder, DrinkPickup), user.Node_Set(StateName.HoldingDrink, StateName.RightHandOccupied), user.Node_GoTo(this.LeavePoint.position)); }
protected Node GetTicket(SmartCharacter user) { return new Sequence( new LeafInvoke(() => GenerateTicket()), user.Node_GoTo(StandPoint.position), user.Node_OrientTowards(TicketHolder.transform.position), user.ST_Pickup(TicketHolder, InteractionTake), new DecoratorCatch( () => GameObject.Destroy(user.HoldPropRightHand.CurrentProp.gameObject), user.Node_GoTo(rect.RandomPoint(GoToEdge1.position.y))), new LeafInvoke(() => GameObject.Destroy(user.HoldPropRightHand.CurrentProp.gameObject))); }
protected Node FillOutForm(SmartCharacter user) { Vector3 oldPosition = new Vector3(); return new Sequence( user.Node_Require(StateName.RoleActor, StateName.IsStanding, ~StateName.IsIncapacitated, ~StateName.RightHandOccupied), this.Node_Require(StateName.RoleTable, ~StateName.HoldingBall, ~StateName.HoldingWallet), new LeafInvoke(() => oldPosition = user.transform.position), new Race( new Sequence( new LeafWait(15000), new LeafInvoke(() => RunStatus.Failure)), user.ST_StandAtWaypoint(this.StandPoint)), user.Node_NudgeTo(Val.V(() => this.StandPoint.position)), new LeafInvoke(() => user.transform.rotation = this.StandPoint.rotation), new LeafInvoke(() => user.HoldPropRightHand.Attach(user.HoldPropHidden.Release())), new LeafInvoke(() => user.GetRightProp().FadeIn()), user.Node_StartInteraction(FullBodyBipedEffector.RightHand, this.PropPickup), user.Node_WaitForTrigger(FullBodyBipedEffector.RightHand), new LeafInvoke(() => this.PropHolder.Attach(user.HoldPropRightHand.Release())), user.Node_StopInteraction(FullBodyBipedEffector.RightHand), user.Behavior.ST_PlayHandGesture("writing", 6000), user.Node_StartInteraction(FullBodyBipedEffector.RightHand, this.PropPickup), user.Node_WaitForTrigger(FullBodyBipedEffector.RightHand), new LeafInvoke(() => user.HoldPropRightHand.Attach(this.PropHolder.Release())), user.Node_StopInteraction(FullBodyBipedEffector.RightHand), new LeafWait(500), new LeafInvoke(() => user.GetRightProp().FadeOut()), new LeafWait(500), new LeafInvoke(() => user.HoldPropHidden.Attach(user.HoldPropRightHand.Release())), user.Node_GoTo(Val.V(() => oldPosition))); }
protected Node Attend(SmartCharacter user) { return new Sequence( user.Node_GoTo(TellerStandPoint.position), user.Node_OrientTowards(CustomerStandPoint.position), user.Node_Set(StateName.IsImmobile), user.Node_Set(this.Id, RelationName.IsAttending), this.Node_Set(StateName.IsOccupied)); }
/// <summary> /// Subtree for the user switching the lamp on/off. /// </summary> /// <param name="switchTo">THe desired state of StateName.IsTurnedOn after executing the tree.</param> private Node ST_Switch(SmartCharacter user, StateName switchTo) { return new Sequence( user.Node_Require(StateName.RoleActor, StateName.IsStanding), this.Node_Require(StateName.RoleTelevision, ~switchTo), user.Node_GoTo(turnOnOffStandPoint.position), user.Node_OrientTowards(onOffSwitch.transform.position), user.Node_StartInteraction(FullBodyBipedEffector.LeftHand, onOffSwitch), user.Node_WaitForTrigger(FullBodyBipedEffector.LeftHand), user.Node_StopInteraction(FullBodyBipedEffector.LeftHand), this.Node_Set(switchTo) ); }
/// <summary> /// Subtree for the user switching the lamp on/off. /// </summary> /// <param name="switchTo">THe desired state of StateName.IsTurnedOn after executing the tree.</param> private Node ST_Switch(SmartCharacter user, StateName switchTo) { return new Sequence( user.Node_Require(StateName.RoleActor, StateName.IsStanding), this.Node_Require(StateName.RoleLamp, ~switchTo), user.Node_GoTo(standPoint.position), user.Node_OrientTowards(lightSwitch.transform.position), user.Node_StartInteraction(FullBodyBipedEffector.RightHand, lightSwitch.interactionObject), user.Node_WaitForFinish(FullBodyBipedEffector.RightHand), user.Node_StopInteraction(FullBodyBipedEffector.RightHand), new LeafInvoke(() => lightSwitch.Set(switchTo > 0)), this.Node_Set(switchTo) ); }
public static Node DistractAndIncapacitate( SmartCharacter distractor, SmartCharacter aggressor, SmartCharacter target) { return new Sequence( distractor.Node_GoToUpToRadius(Val.V(() => target.transform.position), 10f), new SequenceParallel( ReusableActions.Distract(distractor, target), new Sequence( new LeafWait(17000), aggressor.Node_GoTo(Val.V(() => target.WaypointBack.position)))), ReusableActions.IncapacitateFromBehind(aggressor, target)); }
protected Node ST_Take(SmartCharacter user, StateName holdingState, Node afterTake) { return new Sequence( user.Node_Require(StateName.RoleActor, StateName.IsStanding, ~StateName.HoldingBall, ~StateName.HoldingWallet, ~StateName.IsIncapacitated), this.Node_Require(StateName.RoleTable, holdingState), user.Node_GoTo(this.StandPoint.position), new SequenceParallel( user.Node_HeadLook(this.PropPickup.transform.position), user.Node_OrientTowards(this.PropPickup.transform.position)), new DecoratorCatch( () => { user.Character.StopInteraction(FullBodyBipedEffector.RightHand); user.Character.HeadLookStop(); }, new Sequence( user.Node_StartInteraction(FullBodyBipedEffector.RightHand, this.PropPickup), user.Node_WaitForTrigger(FullBodyBipedEffector.RightHand), new LeafInvoke(() => user.HoldPropRightHand.Attach(this.PropHolder.Release())), user.Node_HeadLookStop())), this.Node_Set(~holdingState), afterTake, user.Node_Set(holdingState), user.Node_StartInteraction(FullBodyBipedEffector.RightHand, user.InteractionHoldRight), user.Node_WaitForTrigger(FullBodyBipedEffector.RightHand), new LeafWait(300)); }
protected Node TellerPutHidden(SmartCharacter user) { return new Sequence( user.Node_GoTo(TellerStandPoint.position), user.Node_OrientTowards(CustomerStandPoint.position), user.ST_Pickup(HoldPropIntermediate, InteractionIntermediateTeller), new LeafInvoke(() => user.GetRightProp().FadeOut()), user.ST_Put(HoldPropStorage, InteractionStorage)); }
protected Node TellerPutMoney(SmartCharacter user) { return new Sequence( this.Node_Require(StateName.RoleTeller, StateName.HoldingWallet), user.Node_Require(StateName.RoleTeller, StateName.IsStanding, ~StateName.RightHandOccupied, ~StateName.IsIncapacitated), this.Node_Require(user.Id, RelationName.IsAdjacentTo), user.Node_GoTo(TellerStandPoint.position), user.Node_OrientTowards(CustomerStandPoint.position), user.ST_Pickup(HoldPropIntermediate, InteractionIntermediateTeller), user.ST_Put(HoldPropStorage, InteractionStorage), this.Node_Set(~StateName.HoldingWallet)); }
/// <summary> /// ABAS /// </summary> /// <param name="userA"></param> /// <param name="userB"></param> /// <param name="myAnims"></param> /// <param name="userAnims"></param> /// <returns></returns> public Node ST_DistractAndSteal( SmartCharacter userA, SmartCharacter userB) { Vector3 origPosition = userB.transform.position; return new Sequence( userA.Node_WaveTo(this), this.Node_OrientTowards(Val.V(() => userA.transform.position)), this.Node_GoToUpToRadius(Val.V(() => userA.transform.position), 1.2f), new SequenceParallel( userB.Node_HeadLook(Val.V(() => this.MarkerHead.position)), new SequenceParallel( userA.ST_JustTalk(this), new Sequence( userB.Node_OrientTowards(Val.V(() => this.transform.position)), new LeafWait(2000), this.Steal(userB), new LeafWait(1800), userB.Node_GoTo(Val.V(() => origPosition)), userB.Node_WaveTo(userA), userA.Node_GoToUpToRadius(Val.V(() => userB.transform.position), 1.2f), userB.ST_TalkHappily(userA)))) ); }
protected Node Coerce(SmartCharacter user) { return new Sequence( // user.Node_Require(StateName.RoleActor, StateName.HoldingWeapon, StateName.IsStanding, // ~StateName.IsIncapacitated), // this.Node_Require(StateName.RoleActor, StateName.IsStanding, ~StateName.IsIncapacitated), new DecoratorForceStatus( RunStatus.Success, new Sequence( new LeafAssert(() => WaypointFront == null), this.ST_DoApproach(user, 1.0f))), new DecoratorForceStatus( RunStatus.Success, new Sequence( new LeafAssert(() => WaypointFront != null), user.Node_GoTo(Val.V(() => WaypointFront.position)), user.Node_OrientTowards(this.transform.position), this.Node_OrientTowards(Val.V(() => user.transform.position)))), //this.ST_DoApproach(user, 1.0f), user.Node_Icon("exclamation"), new LeafWait(2000), user.Node_Icon(null)); }
public Node TakeKeysFromBehind(SmartCharacter user) { return new Sequence( user.Node_GoTo(new Val<Vector3>(() => this.WaypointBack.transform.position)), user.Node_OrientTowards(Val.V(() => this.transform.position)), //this.Node_Icon("key"), user.Node_StartInteraction(FullBodyBipedEffector.RightHand, this.InteractionStealWallet), // user.Node_WaitForTrigger(FullBodyBipedEffector.RightHand), user.Node_StopInteraction(FullBodyBipedEffector.RightHand), // this.Node_Icon(null), // user.Node_Icon("key"), new LeafWait(1000)//, // user.Node_Icon(null), // this.Node_Set(~StateName.HasKeys), // user.Node_Set(StateName.HasKeys)); ); }
protected Node IncapacitateFromBehind(SmartCharacter user) { return new Sequence( user.Node_GoTo(Val.V(() => this.WaypointBack.transform.position)), user.Node_Orient(Val.V(() => this.WaypointBack.transform.rotation)), user.behavior.ST_PlayHandGesture("bash", 1000), new LeafInvoke(() => this.CreateSlidebackTarget()), this.behavior.ST_PlayBodyGesture("dying", 2000), new LeafInvoke(() => this.DecorationStars.gameObject.SetActive(true)), this.Node_Set(StateName.IsIncapacitated)); }
public Node Approach(SmartCharacter user) { return new Sequence( user.Node_Require(StateName.RoleActor, StateName.IsStanding), user.Node_GoTo(target.position)); }
protected Node StandInFront(SmartCharacter user) { return new Sequence( user.Node_GoTo(CustomerStandPoint.position), user.Node_OrientTowards(TellerStandPoint.position), user.Node_NudgeTo(CustomerStandPoint.position)); }
protected Node GuardRear(SmartCharacter user) { return new Sequence( user.Node_GoTo(this.GuardWaypointRear.position), user.Node_Orient(this.GuardWaypointRear.rotation), user.Node_Set(StateName.IsGuarding, StateName.IsImmobile), user.Node_Set(this.Id, RelationName.IsGuarding), this.Node_Set(StateName.IsGuarded)); }