示例#1
0
        private void _BuildNode()
        {
            var th = new TurnHandler(_Behavior);

            float angle   = 0.0f;
            var   builder = new Regulus.BehaviourTree.Builder();

            _Node = builder.Sequence()
                    .Action(
                (delta) =>
            {
                var result = _Behavior.GetTargetAngle(_Target, ref angle);
                th.Input(angle);
                return(result);
            })
                    .Action((delta) => th.Run(delta))
                    .Not()
                    .Sequence()
                    .Action((delta) => _Not(_Behavior.CheckDistance(_Target, _Distance)))
                    .Action(_Behavior.MoveForward)
                    .End()
                    .End()
                    .Action((delta) => _Behavior.GetTargetAngle(_Target, ref angle))
                    .Action((delta) => _Behavior.CheckAngle(angle))
                    .Action(_Behavior.StopMove)
                    .End().Build();
        }
示例#2
0
        private ITicker _CollisionWayfindingStrategy()
        {
            var th = new TurnHandler(this);

            var builder = new Regulus.BehaviourTree.Builder();

            return(builder
                   .Sequence()

                   .Action(
                       (delta) =>
            {
                var result = _CheckCollide();
                th.Input(Regulus.Utility.Random.Instance.NextFloat(1, 360));
                return result;
            })

                   .Action((delta) => th.Run(delta))

                   .Action(_MoveForward)

                   .Action(() => new WaitSecondStrategy(0.5f), t => t.Tick, t => t.Start, t => t.End)

                   .End()
                   .Build());
        }
示例#3
0
        private ITicker _InvestigateStrategy()
        {
            var th      = new TurnHandler(this);
            var builder = new Regulus.BehaviourTree.Builder();
            var node    = builder
                          .Sequence()
                          .Action(_NotEnemy)
                          .Action(_NeedInvestigate)

                          .Action(
                (delta) =>
            {
                var angel = Regulus.Utility.Random.Instance.NextFloat(135, 225);
                th.Input(angel);
                return(TICKRESULT.SUCCESS);
            })
                          .Action((delta) =>
            {
                if (GetTrunSpeed() > 0)
                {
                    return(th.Run(delta));
                }
                return(TICKRESULT.FAILURE);
            })
                          .Action((delta) => _Talk("?"))
                          .Action(_DoneInvestigate)
                          .End()
                          .Build();

            return(node);
        }
        private ITicker _InvestigateStrategy()
        {
            var th = new TurnHandler(this);
            var builder = new Regulus.BehaviourTree.Builder();
            var node = builder
                    .Sequence()
                        .Action(_NotEnemy)
                        .Action(_NeedInvestigate )

                        .Action(
                            (delta) =>
                            {
                                var angel = Regulus.Utility.Random.Instance.NextFloat(135, 225);
                                th.Input(angel);
                                return TICKRESULT.SUCCESS;
                            })
                        .Action((delta) =>
                        {
                            if (GetTrunSpeed() > 0)
                            {
                                return th.Run(delta);
                            }
                            return TICKRESULT.FAILURE;
                        })
                        .Action((delta) => _Talk("?"))
                        .Action(_DoneInvestigate)
                    .End()
                .Build();
            return node;
        }
        private ITicker _CollisionWayfindingStrategy()
        {
            var th = new TurnHandler(this);

            var builder = new Regulus.BehaviourTree.Builder();
            return builder
                    .Sequence()

                        .Action(
                            (delta) =>
                            {
                                var result = _CheckCollide();
                                th.Input(Regulus.Utility.Random.Instance.NextFloat(1, 360));
                                return result;
                            } )

                        .Action((delta) => th.Run(delta))

                        .Action(_MoveForward)

                        .Action(()=>new WaitSecondStrategy(0.5f))

                    .End()
                .Build();
        }