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; }
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; }
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; }
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; }
public T GetBlackBoardElement <T> (blackboard_flags p_key) { if (_blackBoard.ContainsKey(p_key)) { return((T)_blackBoard [p_key]); } return(default(T)); }
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; }
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; }
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; }
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; }
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; }
public bool SetBlackboardElement(blackboard_flags p_key, object p_object) { _blackBoard[p_key] = p_object; return(_blackBoard.ContainsKey(p_key)); }