public static bool build_behavior_tree(BehaviorTree bt) { bt.SetClassNameString("BehaviorTree"); bt.SetId(-1); bt.SetName("Tank_Fire"); #if !BEHAVIAC_RELEASE bt.SetAgentType("Player"); #endif // pars bt.AddPar("Player", "parIn_Self", "null", ""); bt.AddPar("float", "parT_RotateAngle", "0", ""); // children { DecoratorLoop_bt_Tank_Fire_node0 node0 = new DecoratorLoop_bt_Tank_Fire_node0(); node0.SetClassNameString("DecoratorLoop"); node0.SetId(0); #if !BEHAVIAC_RELEASE node0.SetAgentType("Player"); #endif bt.AddChild(node0); { Parallel_bt_Tank_Fire_node1 node1 = new Parallel_bt_Tank_Fire_node1(); node1.SetClassNameString("Parallel"); node1.SetId(1); #if !BEHAVIAC_RELEASE node1.SetAgentType("Player"); #endif node0.AddChild(node1); { DecoratorAlwaysSuccess_bt_Tank_Fire_node5 node5 = new DecoratorAlwaysSuccess_bt_Tank_Fire_node5(); node5.SetClassNameString("DecoratorAlwaysSuccess"); node5.SetId(5); #if !BEHAVIAC_RELEASE node5.SetAgentType("Player"); #endif node1.AddChild(node5); { SelectorProbability_bt_Tank_Fire_node2 node2 = new SelectorProbability_bt_Tank_Fire_node2(); node2.SetClassNameString("SelectorProbability"); node2.SetId(2); #if !BEHAVIAC_RELEASE node2.SetAgentType("Player"); #endif node5.AddChild(node2); { DecoratorWeight_bt_Tank_Fire_node6 node6 = new DecoratorWeight_bt_Tank_Fire_node6(); node6.SetClassNameString("DecoratorWeight"); node6.SetId(6); #if !BEHAVIAC_RELEASE node6.SetAgentType("Player"); #endif node2.AddChild(node6); { Action_bt_Tank_Fire_node7 node7 = new Action_bt_Tank_Fire_node7(); node7.SetClassNameString("Action"); node7.SetId(7); #if !BEHAVIAC_RELEASE node7.SetAgentType("Player"); #endif node6.AddChild(node7); node6.SetHasEvents(node6.HasEvents() | node7.HasEvents()); } node2.SetHasEvents(node2.HasEvents() | node6.HasEvents()); } { DecoratorWeight_bt_Tank_Fire_node8 node8 = new DecoratorWeight_bt_Tank_Fire_node8(); node8.SetClassNameString("DecoratorWeight"); node8.SetId(8); #if !BEHAVIAC_RELEASE node8.SetAgentType("Player"); #endif node2.AddChild(node8); { Sequence node9 = new Sequence(); node9.SetClassNameString("Sequence"); node9.SetId(9); #if !BEHAVIAC_RELEASE node9.SetAgentType("Player"); #endif node8.AddChild(node9); { Assignment_bt_Tank_Fire_node11 node11 = new Assignment_bt_Tank_Fire_node11(); node11.SetClassNameString("Assignment"); node11.SetId(11); #if !BEHAVIAC_RELEASE node11.SetAgentType("Player"); #endif node9.AddChild(node11); node9.SetHasEvents(node9.HasEvents() | node11.HasEvents()); } { Sequence node10 = new Sequence(); node10.SetClassNameString("Sequence"); node10.SetId(10); #if !BEHAVIAC_RELEASE node10.SetAgentType("Player"); #endif node9.AddChild(node10); { Condition_bt_Tank_Fire_node3 node3 = new Condition_bt_Tank_Fire_node3(); node3.SetClassNameString("Condition"); node3.SetId(3); #if !BEHAVIAC_RELEASE node3.SetAgentType("Player"); #endif node10.AddChild(node3); node10.SetHasEvents(node10.HasEvents() | node3.HasEvents()); } { Action_bt_Tank_Fire_node4 node4 = new Action_bt_Tank_Fire_node4(); node4.SetClassNameString("Action"); node4.SetId(4); #if !BEHAVIAC_RELEASE node4.SetAgentType("Player"); #endif node10.AddChild(node4); node10.SetHasEvents(node10.HasEvents() | node4.HasEvents()); } node9.SetHasEvents(node9.HasEvents() | node10.HasEvents()); } node8.SetHasEvents(node8.HasEvents() | node9.HasEvents()); } node2.SetHasEvents(node2.HasEvents() | node8.HasEvents()); } node5.SetHasEvents(node5.HasEvents() | node2.HasEvents()); } node1.SetHasEvents(node1.HasEvents() | node5.HasEvents()); } { Action_bt_Tank_Fire_node16 node16 = new Action_bt_Tank_Fire_node16(); node16.SetClassNameString("Action"); node16.SetId(16); #if !BEHAVIAC_RELEASE node16.SetAgentType("Player"); #endif node1.AddChild(node16); node1.SetHasEvents(node1.HasEvents() | node16.HasEvents()); } node0.SetHasEvents(node0.HasEvents() | node1.HasEvents()); } bt.SetHasEvents(bt.HasEvents() | node0.HasEvents()); } return true; }
public static bool build_behavior_tree(BehaviorTree bt) { bt.SetClassNameString("BehaviorTree"); bt.SetId(-1); bt.SetName("Tank_Fire"); bt.IsFSM = false; #if !BEHAVIAC_RELEASE bt.SetAgentType("Player"); #endif // pars bt.AddPar("Player", "Player", "parIn_Self", "null"); // children { Sequence node0 = new Sequence(); node0.SetClassNameString("Sequence"); node0.SetId(0); #if !BEHAVIAC_RELEASE node0.SetAgentType("Player"); #endif bt.AddChild(node0); { Assignment_bt_Tank_Fire_node2 node2 = new Assignment_bt_Tank_Fire_node2(); node2.SetClassNameString("Assignment"); node2.SetId(2); #if !BEHAVIAC_RELEASE node2.SetAgentType("Player"); #endif node0.AddChild(node2); node0.SetHasEvents(node0.HasEvents() | node2.HasEvents()); } { Condition_bt_Tank_Fire_node1 node1 = new Condition_bt_Tank_Fire_node1(); node1.SetClassNameString("Condition"); node1.SetId(1); #if !BEHAVIAC_RELEASE node1.SetAgentType("Player"); #endif node0.AddChild(node1); node0.SetHasEvents(node0.HasEvents() | node1.HasEvents()); } { Action_bt_Tank_Fire_node16 node16 = new Action_bt_Tank_Fire_node16(); node16.SetClassNameString("Action"); node16.SetId(16); #if !BEHAVIAC_RELEASE node16.SetAgentType("Player"); #endif node0.AddChild(node16); node0.SetHasEvents(node0.HasEvents() | node16.HasEvents()); } bt.SetHasEvents(bt.HasEvents() | node0.HasEvents()); } return true; }