示例#1
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 public Script_Action_MoveTowardsEntity(Script_BehaviourTree p_tree, Script_Grid p_grid, blackboard_flags p_entityFlag, Script_IEntity p_entityToMove)
 {
     _tree         = p_tree;
     _grid         = p_grid;
     _entityFlag   = p_entityFlag;
     _entityToMove = p_entityToMove;
 }
    public Script_Action_SetEntityWithLowestHealth(Script_BehaviourTree p_tree, blackboard_flags p_entityListFlag, blackboard_flags p_entityWithLowestHealthFlag)
    {
        _tree = p_tree;

        _entityListFlag             = p_entityListFlag;
        _entityWithLowestHealthFlag = p_entityWithLowestHealthFlag;
    }
示例#3
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 public Script_Action_SetEnemyAttackingTarget(Script_BehaviourTree p_tree, blackboard_flags p_enemyListFlag, Script_IEntity p_targetEntity, blackboard_flags p_targetToAttackFlag)
 {
     _tree               = p_tree;
     _enemyListFlag      = p_enemyListFlag;
     _targetEntity       = p_targetEntity;
     _targetToAttackFlag = p_targetToAttackFlag;
 }
示例#4
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 public Script_Condition_IsThreatOverThreshold(Script_BehaviourTree p_tree, blackboard_flags p_entityListFlag, Script_IEnemy p_threatReceiver, int p_threshold)
 {
     _tree            = p_tree;
     _entityListFlag  = p_entityListFlag;
     _threatReceiver  = p_threatReceiver;
     _threatThreshold = p_threshold;
 }
 public Script_Action_SetHighestThreatTargetFromList(Script_BehaviourTree p_tree, blackboard_flags p_entityListFlag, Script_IEnemy p_threatReceiver, blackboard_flags p_entityWithHighestThreatFlag)
 {
     _tree           = p_tree;
     _entityListFlag = p_entityListFlag;
     _threatReceiver = p_threatReceiver;
     _entityWithHighestThreatFlag = p_entityWithHighestThreatFlag;
 }
    public Script_Action_SetTargetToAttack(Script_BehaviourTree p_tree, blackboard_flags p_targetToAttackFlag, Script_IEntity p_enemyToSet)
    {
        _tree = p_tree;

        _targetToAttackFlag = p_targetToAttackFlag;
        _enemyToSet         = p_enemyToSet;
    }
示例#7
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 public Script_Action_MoveToLocation(Script_BehaviourTree p_tree, Script_IEntity p_entity, blackboard_flags p_locationFlag)
 {
     _locationFlag = p_locationFlag;
     _location     = Vector3.zero;
     _entity       = p_entity;
     _tree         = p_tree;
 }
 public Script_Action_SetNearestLocationSurroundingEntity(Script_BehaviourTree p_tree, Script_Grid p_grid, blackboard_flags p_entityToGetLocationAround, Script_IEntity p_fromEntity, blackboard_flags p_locationToMoveTowardsFlag)
 {
     _tree       = p_tree;
     _grid       = p_grid;
     _fromEntity = p_fromEntity;
     _locationToMoveTowardsFlag = p_locationToMoveTowardsFlag;
     _entityToGetLocationAround = p_entityToGetLocationAround;
 }
示例#9
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 public T GetBlackBoardElement <T> (blackboard_flags p_key)
 {
     if (_blackBoard.ContainsKey(p_key))
     {
         return((T)_blackBoard [p_key]);
     }
     return(default(T));
 }
示例#10
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 public Script_Action_SetRandomLocationWithinRange(Script_BehaviourTree p_tree, blackboard_flags p_locationFlag, Script_IEntity p_entityToCalculateFrom, Script_Grid p_grid, int p_range)
 {
     _tree         = p_tree;
     _entity       = p_entityToCalculateFrom;
     _locationFlag = p_locationFlag;
     _grid         = p_grid;
     _range        = p_range;
 }
示例#11
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 public bool RemoveBlackboardElement(blackboard_flags p_key)
 {
     if (_blackBoard.ContainsKey(p_key))
     {
         _blackBoard.Remove(p_key);
         return(true);
     }
     return(false);
 }
 public Script_Action_Heal(Script_BehaviourTree p_tree, Script_GameManager p_manager, blackboard_flags p_targetEnemyFlag, blackboard_flags p_locationAnchorPointFlag, Script_IEntity p_entityToAttack, blackboard_flags p_isForwardSwingFlag)
 {
     _manager            = p_manager;
     _tree               = p_tree;
     _targetEnemyFlag    = p_targetEnemyFlag;
     _entityToAttack     = p_entityToAttack;
     _isForwardSwingFlag = p_isForwardSwingFlag;
     _swingDistance      = _manager.GetTileSize() * 0.4f;
 }
 public Script_Action_SetNearestEntityFromEntityWithinRange(Script_BehaviourTree p_tree, Script_Grid p_grid, blackboard_flags p_entityListFlag, int p_range, Script_IEntity p_fromEntity, blackboard_flags p_returnedEntityFlag)
 {
     _grid                      = p_grid;
     _tree                      = p_tree;
     _entityListFlag            = p_entityListFlag;
     _range                     = p_range;
     _fromEntity                = p_fromEntity;
     _returnedNearestEntityFlag = p_returnedEntityFlag;
 }
    public Script_Condition_IsEntityTypeNearby(Script_BehaviourTree p_tree, Script_Grid p_grid, blackboard_flags p_entityListFlag, Script_IEntity p_targetEntity, int p_range)
    {
        _tree           = p_tree;
        _entityListFlag = p_entityListFlag;
        _grid           = p_grid;

        _targetEntity = p_targetEntity;

        _range = p_range;
    }
 public Script_Action_SetEntitiesWithinRange(Script_BehaviourTree p_tree, Script_Grid p_grid, blackboard_flags p_listOfEntitiesFlag,
                                             blackboard_flags p_listOfEntitiesWithinRangeFlag, Script_IEntity p_entityToCalculateRangeFrom, int p_range)
 {
     _tree  = p_tree;
     _range = p_range;
     _entityToCalculateRangeFrom    = p_entityToCalculateRangeFrom;
     _listOfEntitiesFlag            = p_listOfEntitiesFlag;
     _listOfEntitiesWithinRangeFlag = p_listOfEntitiesWithinRangeFlag;
     _grid = p_grid;
 }
示例#16
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    public Script_Condition_IsEntityNearby(Script_BehaviourTree p_tree, Script_Grid p_grid, blackboard_flags p_entityFlag, Script_IEntity p_measuredFromEntity, int p_range)
    {
        _tree       = p_tree;
        _entityFlag = p_entityFlag;
        _grid       = p_grid;

        _measuredFromEntity = p_measuredFromEntity;

        _range = p_range;
    }
示例#17
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    private void SetupTreeFlags()
    {
        _locationFlag           = blackboard_flags.flagOne;
        _targetEntityFlag       = blackboard_flags.flagTwo;
        _entityListFlag         = blackboard_flags.flagThree;
        _forwardSwingFlag       = blackboard_flags.flagFour;
        _getSpaceEntityListFlag = blackboard_flags.flagSix;
        _selfFlag = blackboard_flags.flagSeven;

        int        startPosX = Mathf.RoundToInt(_gameObject.transform.position.x);
        int        startPosY = Mathf.RoundToInt(_gameObject.transform.position.y);
        int        startPosZ = Mathf.RoundToInt(_gameObject.transform.position.z);
        Vector3Int startPos  = new Vector3Int(startPosX, startPosY, startPosZ);

        _behaviourTree.SetBlackboardElement(_locationFlag, startPos);
    }
 public Script_Condition_AreAnyEntitiesAtEntityLocation(Script_BehaviourTree p_tree, blackboard_flags p_EntityListFlag, Script_IEntity p_entityToCalculateFrom)
 {
     _tree = p_tree;
     _entityToCalculateFrom = p_entityToCalculateFrom;
     _entityListFlag        = p_EntityListFlag;
 }
示例#19
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 public Script_Action_OccupyTile(Script_BehaviourTree p_tree, Script_Grid p_grid, blackboard_flags p_flag)
 {
     _tree = p_tree;
     _grid = p_grid;
     _flag = p_flag;
 }
 public Script_Condition_IsEntityAtLocation(Script_BehaviourTree p_tree, blackboard_flags p_locationFlag, Script_IEntity p_entity)
 {
     _entity       = p_entity;
     _tree         = p_tree;
     _locationFlag = p_locationFlag;
 }
 public Script_Condition_IsEntityNull(Script_BehaviourTree p_tree, blackboard_flags p_entityFlag)
 {
     _tree       = p_tree;
     _entityFlag = p_entityFlag;
 }
 public Script_Condition_IsEntityHealthUnderThreshold(Script_BehaviourTree p_tree, blackboard_flags p_entityToCheckFlag, int p_healthThreshold)
 {
     _tree = p_tree;
     _entityToCheckFlag = p_entityToCheckFlag;
     _healthThreshold   = p_healthThreshold;
 }
 public Script_Action_SetFlag(Script_BehaviourTree p_tree, object p_valueToSet, blackboard_flags p_flag)
 {
     _object = p_valueToSet;
     _flag   = p_flag;
     _tree   = p_tree;
 }
示例#24
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 public bool SetBlackboardElement(blackboard_flags p_key, object p_object)
 {
     _blackBoard[p_key] = p_object;
     return(_blackBoard.ContainsKey(p_key));
 }