public static bool build_behavior_tree(BehaviorTree bt) { bt.SetClassNameString("BehaviorTree"); bt.SetId(-1); bt.SetName("node_test/enter_exit_action_ut_2"); bt.IsFSM = false; #if !BEHAVIAC_RELEASE bt.SetAgentType("AgentNodeTest"); #endif // children { Parallel_bt_node_test_enter_exit_action_ut_2_node0 node0 = new Parallel_bt_node_test_enter_exit_action_ut_2_node0(); node0.SetClassNameString("Parallel"); node0.SetId(0); #if !BEHAVIAC_RELEASE node0.SetAgentType("AgentNodeTest"); #endif // attachments { Precondition_bt_node_test_enter_exit_action_ut_2_attach1 attach1 = new Precondition_bt_node_test_enter_exit_action_ut_2_attach1(); attach1.SetClassNameString("Precondition"); attach1.SetId(1); #if !BEHAVIAC_RELEASE attach1.SetAgentType("AgentNodeTest"); #endif node0.Attach(attach1, true, false, false); } { Effector_bt_node_test_enter_exit_action_ut_2_attach2 attach2 = new Effector_bt_node_test_enter_exit_action_ut_2_attach2(); attach2.SetClassNameString("Effector"); attach2.SetId(2); #if !BEHAVIAC_RELEASE attach2.SetAgentType("AgentNodeTest"); #endif node0.Attach(attach2, false, true, false); } bt.AddChild(node0); { WaitforSignal node3 = new WaitforSignal(); node3.SetClassNameString("WaitforSignal"); node3.SetId(3); #if !BEHAVIAC_RELEASE node3.SetAgentType("AgentNodeTest"); #endif // attachments { Precondition_bt_node_test_enter_exit_action_ut_2_attach4 attach4 = new Precondition_bt_node_test_enter_exit_action_ut_2_attach4(); attach4.SetClassNameString("Precondition"); attach4.SetId(4); #if !BEHAVIAC_RELEASE attach4.SetAgentType("AgentNodeTest"); #endif node3.Attach(attach4, true, false, false); } { Effector_bt_node_test_enter_exit_action_ut_2_attach5 attach5 = new Effector_bt_node_test_enter_exit_action_ut_2_attach5(); attach5.SetClassNameString("Effector"); attach5.SetId(5); #if !BEHAVIAC_RELEASE attach5.SetAgentType("AgentNodeTest"); #endif node3.Attach(attach5, false, true, false); } node0.AddChild(node3); { Condition_bt_node_test_enter_exit_action_ut_2_node8 node8 = new Condition_bt_node_test_enter_exit_action_ut_2_node8(); node8.SetClassNameString("Condition"); node8.SetId(8); #if !BEHAVIAC_RELEASE node8.SetAgentType("AgentNodeTest"); #endif node3.SetCustomCondition(node8); node3.SetHasEvents(node3.HasEvents() | node8.HasEvents()); } node0.SetHasEvents(node0.HasEvents() | node3.HasEvents()); } { Action_bt_node_test_enter_exit_action_ut_2_node9 node9 = new Action_bt_node_test_enter_exit_action_ut_2_node9(); node9.SetClassNameString("Action"); node9.SetId(9); #if !BEHAVIAC_RELEASE node9.SetAgentType("AgentNodeTest"); #endif // attachments { Precondition_bt_node_test_enter_exit_action_ut_2_attach6 attach6 = new Precondition_bt_node_test_enter_exit_action_ut_2_attach6(); attach6.SetClassNameString("Precondition"); attach6.SetId(6); #if !BEHAVIAC_RELEASE attach6.SetAgentType("AgentNodeTest"); #endif node9.Attach(attach6, true, false, false); } { Effector_bt_node_test_enter_exit_action_ut_2_attach7 attach7 = new Effector_bt_node_test_enter_exit_action_ut_2_attach7(); attach7.SetClassNameString("Effector"); attach7.SetId(7); #if !BEHAVIAC_RELEASE attach7.SetAgentType("AgentNodeTest"); #endif node9.Attach(attach7, false, true, false); } node0.AddChild(node9); node0.SetHasEvents(node0.HasEvents() | node9.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("Level_DeathMatch_0"); #if !BEHAVIAC_RELEASE bt.SetAgentType("GameLevelCommon"); #endif // pars bt.AddPar("int", "parT_SpawnCountPerWave", "0", ""); bt.AddPar("int", "parT_WaveCount", "10", ""); bt.AddPar("int", "parT_AwardType", "0", ""); bt.AddPar("int", "parT_AwardX", "0", ""); bt.AddPar("int", "parT_AwardY", "0", ""); bt.AddPar("int", "parT_EnemyCount", "0", ""); bt.AddPar("bool", "parT_GameStopped", "false", ""); // children { DecoratorLoop_bt_Level_DeathMatch_0_node1 node1 = new DecoratorLoop_bt_Level_DeathMatch_0_node1(); node1.SetClassNameString("DecoratorLoop"); node1.SetId(1); #if !BEHAVIAC_RELEASE node1.SetAgentType("GameLevelCommon"); #endif bt.AddChild(node1); { Parallel_bt_Level_DeathMatch_0_node16 node16 = new Parallel_bt_Level_DeathMatch_0_node16(); node16.SetClassNameString("Parallel"); node16.SetId(16); #if !BEHAVIAC_RELEASE node16.SetAgentType("GameLevelCommon"); #endif node1.AddChild(node16); { IfElse node17 = new IfElse(); node17.SetClassNameString("IfElse"); node17.SetId(17); #if !BEHAVIAC_RELEASE node17.SetAgentType("GameLevelCommon"); #endif node16.AddChild(node17); { Condition_bt_Level_DeathMatch_0_node11 node11 = new Condition_bt_Level_DeathMatch_0_node11(); node11.SetClassNameString("Condition"); node11.SetId(11); #if !BEHAVIAC_RELEASE node11.SetAgentType("GameLevelCommon"); #endif node17.AddChild(node11); node17.SetHasEvents(node17.HasEvents() | node11.HasEvents()); } { Sequence node5 = new Sequence(); node5.SetClassNameString("Sequence"); node5.SetId(5); #if !BEHAVIAC_RELEASE node5.SetAgentType("GameLevelCommon"); #endif node17.AddChild(node5); { Wait_bt_Level_DeathMatch_0_node14 node14 = new Wait_bt_Level_DeathMatch_0_node14(); node14.SetClassNameString("Wait"); node14.SetId(14); #if !BEHAVIAC_RELEASE node14.SetAgentType("GameLevelCommon"); #endif node5.AddChild(node14); node5.SetHasEvents(node5.HasEvents() | node14.HasEvents()); } { Assignment_bt_Level_DeathMatch_0_node15 node15 = new Assignment_bt_Level_DeathMatch_0_node15(); node15.SetClassNameString("Assignment"); node15.SetId(15); #if !BEHAVIAC_RELEASE node15.SetAgentType("GameLevelCommon"); #endif node5.AddChild(node15); node5.SetHasEvents(node5.HasEvents() | node15.HasEvents()); } { DecoratorNot_bt_Level_DeathMatch_0_node12 node12 = new DecoratorNot_bt_Level_DeathMatch_0_node12(); node12.SetClassNameString("DecoratorNot"); node12.SetId(12); #if !BEHAVIAC_RELEASE node12.SetAgentType("GameLevelCommon"); #endif node5.AddChild(node12); { DecoratorLoopUntil_bt_Level_DeathMatch_0_node6 node6 = new DecoratorLoopUntil_bt_Level_DeathMatch_0_node6(); node6.SetClassNameString("DecoratorLoopUntil"); node6.SetId(6); #if !BEHAVIAC_RELEASE node6.SetAgentType("GameLevelCommon"); #endif node12.AddChild(node6); { Sequence node0 = new Sequence(); node0.SetClassNameString("Sequence"); node0.SetId(0); #if !BEHAVIAC_RELEASE node0.SetAgentType("GameLevelCommon"); #endif node6.AddChild(node0); { Condition_bt_Level_DeathMatch_0_node3 node3 = new Condition_bt_Level_DeathMatch_0_node3(); node3.SetClassNameString("Condition"); node3.SetId(3); #if !BEHAVIAC_RELEASE node3.SetAgentType("GameLevelCommon"); #endif node0.AddChild(node3); node0.SetHasEvents(node0.HasEvents() | node3.HasEvents()); } { Action_bt_Level_DeathMatch_0_node10 node10 = new Action_bt_Level_DeathMatch_0_node10(); node10.SetClassNameString("Action"); node10.SetId(10); #if !BEHAVIAC_RELEASE node10.SetAgentType("GameLevelCommon"); #endif node0.AddChild(node10); node0.SetHasEvents(node0.HasEvents() | node10.HasEvents()); } { Compute_bt_Level_DeathMatch_0_node8 node8 = new Compute_bt_Level_DeathMatch_0_node8(); node8.SetClassNameString("Compute"); node8.SetId(8); #if !BEHAVIAC_RELEASE node8.SetAgentType("GameLevelCommon"); #endif node0.AddChild(node8); node0.SetHasEvents(node0.HasEvents() | node8.HasEvents()); } { Wait_bt_Level_DeathMatch_0_node9 node9 = new Wait_bt_Level_DeathMatch_0_node9(); node9.SetClassNameString("Wait"); node9.SetId(9); #if !BEHAVIAC_RELEASE node9.SetAgentType("GameLevelCommon"); #endif node0.AddChild(node9); node0.SetHasEvents(node0.HasEvents() | node9.HasEvents()); } node6.SetHasEvents(node6.HasEvents() | node0.HasEvents()); } node12.SetHasEvents(node12.HasEvents() | node6.HasEvents()); } node5.SetHasEvents(node5.HasEvents() | node12.HasEvents()); } { Wait_bt_Level_DeathMatch_0_node7 node7 = new Wait_bt_Level_DeathMatch_0_node7(); node7.SetClassNameString("Wait"); node7.SetId(7); #if !BEHAVIAC_RELEASE node7.SetAgentType("GameLevelCommon"); #endif node5.AddChild(node7); node5.SetHasEvents(node5.HasEvents() | node7.HasEvents()); } { Compute_bt_Level_DeathMatch_0_node2 node2 = new Compute_bt_Level_DeathMatch_0_node2(); node2.SetClassNameString("Compute"); node2.SetId(2); #if !BEHAVIAC_RELEASE node2.SetAgentType("GameLevelCommon"); #endif node5.AddChild(node2); node5.SetHasEvents(node5.HasEvents() | node2.HasEvents()); } node17.SetHasEvents(node17.HasEvents() | node5.HasEvents()); } { DecoratorAlwaysSuccess_bt_Level_DeathMatch_0_node4 node4 = new DecoratorAlwaysSuccess_bt_Level_DeathMatch_0_node4(); node4.SetClassNameString("DecoratorAlwaysSuccess"); node4.SetId(4); #if !BEHAVIAC_RELEASE node4.SetAgentType("GameLevelCommon"); #endif node17.AddChild(node4); { Sequence node24 = new Sequence(); node24.SetClassNameString("Sequence"); node24.SetId(24); #if !BEHAVIAC_RELEASE node24.SetAgentType("GameLevelCommon"); #endif node4.AddChild(node24); { Condition_bt_Level_DeathMatch_0_node28 node28 = new Condition_bt_Level_DeathMatch_0_node28(); node28.SetClassNameString("Condition"); node28.SetId(28); #if !BEHAVIAC_RELEASE node28.SetAgentType("GameLevelCommon"); #endif node24.AddChild(node28); node24.SetHasEvents(node24.HasEvents() | node28.HasEvents()); } { Assignment_bt_Level_DeathMatch_0_node25 node25 = new Assignment_bt_Level_DeathMatch_0_node25(); node25.SetClassNameString("Assignment"); node25.SetId(25); #if !BEHAVIAC_RELEASE node25.SetAgentType("GameLevelCommon"); #endif node24.AddChild(node25); node24.SetHasEvents(node24.HasEvents() | node25.HasEvents()); } { Condition_bt_Level_DeathMatch_0_node26 node26 = new Condition_bt_Level_DeathMatch_0_node26(); node26.SetClassNameString("Condition"); node26.SetId(26); #if !BEHAVIAC_RELEASE node26.SetAgentType("GameLevelCommon"); #endif node24.AddChild(node26); node24.SetHasEvents(node24.HasEvents() | node26.HasEvents()); } { Wait_bt_Level_DeathMatch_0_node30 node30 = new Wait_bt_Level_DeathMatch_0_node30(); node30.SetClassNameString("Wait"); node30.SetId(30); #if !BEHAVIAC_RELEASE node30.SetAgentType("GameLevelCommon"); #endif node24.AddChild(node30); node24.SetHasEvents(node24.HasEvents() | node30.HasEvents()); } { Action_bt_Level_DeathMatch_0_node27 node27 = new Action_bt_Level_DeathMatch_0_node27(); node27.SetClassNameString("Action"); node27.SetId(27); #if !BEHAVIAC_RELEASE node27.SetAgentType("GameLevelCommon"); #endif node24.AddChild(node27); node24.SetHasEvents(node24.HasEvents() | node27.HasEvents()); } { Assignment_bt_Level_DeathMatch_0_node29 node29 = new Assignment_bt_Level_DeathMatch_0_node29(); node29.SetClassNameString("Assignment"); node29.SetId(29); #if !BEHAVIAC_RELEASE node29.SetAgentType("GameLevelCommon"); #endif node24.AddChild(node29); node24.SetHasEvents(node24.HasEvents() | node29.HasEvents()); } node4.SetHasEvents(node4.HasEvents() | node24.HasEvents()); } node17.SetHasEvents(node17.HasEvents() | node4.HasEvents()); } node16.SetHasEvents(node16.HasEvents() | node17.HasEvents()); } { Sequence node13 = new Sequence(); node13.SetClassNameString("Sequence"); node13.SetId(13); #if !BEHAVIAC_RELEASE node13.SetAgentType("GameLevelCommon"); #endif node16.AddChild(node13); { Wait_bt_Level_DeathMatch_0_node18 node18 = new Wait_bt_Level_DeathMatch_0_node18(); node18.SetClassNameString("Wait"); node18.SetId(18); #if !BEHAVIAC_RELEASE node18.SetAgentType("GameLevelCommon"); #endif node13.AddChild(node18); node13.SetHasEvents(node13.HasEvents() | node18.HasEvents()); } { Assignment_bt_Level_DeathMatch_0_node19 node19 = new Assignment_bt_Level_DeathMatch_0_node19(); node19.SetClassNameString("Assignment"); node19.SetId(19); #if !BEHAVIAC_RELEASE node19.SetAgentType("GameLevelCommon"); #endif node13.AddChild(node19); node13.SetHasEvents(node13.HasEvents() | node19.HasEvents()); } { Assignment_bt_Level_DeathMatch_0_node22 node22 = new Assignment_bt_Level_DeathMatch_0_node22(); node22.SetClassNameString("Assignment"); node22.SetId(22); #if !BEHAVIAC_RELEASE node22.SetAgentType("GameLevelCommon"); #endif node13.AddChild(node22); node13.SetHasEvents(node13.HasEvents() | node22.HasEvents()); } { Assignment_bt_Level_DeathMatch_0_node23 node23 = new Assignment_bt_Level_DeathMatch_0_node23(); node23.SetClassNameString("Assignment"); node23.SetId(23); #if !BEHAVIAC_RELEASE node23.SetAgentType("GameLevelCommon"); #endif node13.AddChild(node23); node13.SetHasEvents(node13.HasEvents() | node23.HasEvents()); } { Action_bt_Level_DeathMatch_0_node20 node20 = new Action_bt_Level_DeathMatch_0_node20(); node20.SetClassNameString("Action"); node20.SetId(20); #if !BEHAVIAC_RELEASE node20.SetAgentType("GameLevelCommon"); #endif node13.AddChild(node20); node13.SetHasEvents(node13.HasEvents() | node20.HasEvents()); } { Wait_bt_Level_DeathMatch_0_node21 node21 = new Wait_bt_Level_DeathMatch_0_node21(); node21.SetClassNameString("Wait"); node21.SetId(21); #if !BEHAVIAC_RELEASE node21.SetAgentType("GameLevelCommon"); #endif node13.AddChild(node21); node13.SetHasEvents(node13.HasEvents() | node21.HasEvents()); } node16.SetHasEvents(node16.HasEvents() | node13.HasEvents()); } { WaitforSignal node31 = new WaitforSignal(); node31.SetClassNameString("WaitforSignal"); node31.SetId(31); #if !BEHAVIAC_RELEASE node31.SetAgentType("GameLevelCommon"); #endif // attachments { Predicate_bt_Level_DeathMatch_0_attach32 attach32 = new Predicate_bt_Level_DeathMatch_0_attach32(); attach32.SetClassNameString("Predicate"); attach32.SetId(32); #if !BEHAVIAC_RELEASE attach32.SetAgentType("GameLevelCommon"); #endif node31.Attach(attach32); } node16.AddChild(node31); { DecoratorAlwaysSuccess_bt_Level_DeathMatch_0_node33 node33 = new DecoratorAlwaysSuccess_bt_Level_DeathMatch_0_node33(); node33.SetClassNameString("DecoratorAlwaysSuccess"); node33.SetId(33); #if !BEHAVIAC_RELEASE node33.SetAgentType("GameLevelCommon"); #endif node31.AddChild(node33); { Sequence node34 = new Sequence(); node34.SetClassNameString("Sequence"); node34.SetId(34); #if !BEHAVIAC_RELEASE node34.SetAgentType("GameLevelCommon"); #endif node33.AddChild(node34); { Wait_bt_Level_DeathMatch_0_node35 node35 = new Wait_bt_Level_DeathMatch_0_node35(); node35.SetClassNameString("Wait"); node35.SetId(35); #if !BEHAVIAC_RELEASE node35.SetAgentType("GameLevelCommon"); #endif node34.AddChild(node35); node34.SetHasEvents(node34.HasEvents() | node35.HasEvents()); } { Action_bt_Level_DeathMatch_0_node37 node37 = new Action_bt_Level_DeathMatch_0_node37(); node37.SetClassNameString("Action"); node37.SetId(37); #if !BEHAVIAC_RELEASE node37.SetAgentType("GameLevelCommon"); #endif node34.AddChild(node37); node34.SetHasEvents(node34.HasEvents() | node37.HasEvents()); } node33.SetHasEvents(node33.HasEvents() | node34.HasEvents()); } node31.SetHasEvents(node31.HasEvents() | node33.HasEvents()); } node16.SetHasEvents(node16.HasEvents() | node31.HasEvents()); } node1.SetHasEvents(node1.HasEvents() | node16.HasEvents()); } bt.SetHasEvents(bt.HasEvents() | node1.HasEvents()); } return true; }
public static bool build_behavior_tree(BehaviorTree bt) { bt.SetClassNameString("BehaviorTree"); bt.SetId(-1); bt.SetName("Level_Survival"); #if !BEHAVIAC_RELEASE bt.SetAgentType("GameLevelCommon"); #endif // pars bt.AddPar("int", "parT_EnemyCount", "0", ""); bt.AddPar("int", "parT_AwardType", "0", ""); bt.AddPar("float", "parT_rotateSpeed", "0", ""); bt.AddPar("int", "parT_PlayerLifeCount", "0", ""); bt.AddPar("int", "parT_PlayerID", "1", ""); bt.AddPar("bool", "parT_GameStopped", "false", ""); // children { Sequence node23 = new Sequence(); node23.SetClassNameString("Sequence"); node23.SetId(23); #if !BEHAVIAC_RELEASE node23.SetAgentType("GameLevelCommon"); #endif bt.AddChild(node23); { Assignment_bt_Level_Survival_node36 node36 = new Assignment_bt_Level_Survival_node36(); node36.SetClassNameString("Assignment"); node36.SetId(36); #if !BEHAVIAC_RELEASE node36.SetAgentType("GameLevelCommon"); #endif node23.AddChild(node36); node23.SetHasEvents(node23.HasEvents() | node36.HasEvents()); } { Action_bt_Level_Survival_node28 node28 = new Action_bt_Level_Survival_node28(); node28.SetClassNameString("Action"); node28.SetId(28); #if !BEHAVIAC_RELEASE node28.SetAgentType("GameLevelCommon"); #endif node23.AddChild(node28); node23.SetHasEvents(node23.HasEvents() | node28.HasEvents()); } { DecoratorLoop_bt_Level_Survival_node27 node27 = new DecoratorLoop_bt_Level_Survival_node27(); node27.SetClassNameString("DecoratorLoop"); node27.SetId(27); #if !BEHAVIAC_RELEASE node27.SetAgentType("GameLevelCommon"); #endif node23.AddChild(node27); { Parallel_bt_Level_Survival_node0 node0 = new Parallel_bt_Level_Survival_node0(); node0.SetClassNameString("Parallel"); node0.SetId(0); #if !BEHAVIAC_RELEASE node0.SetAgentType("GameLevelCommon"); #endif node27.AddChild(node0); { Sequence node5 = new Sequence(); node5.SetClassNameString("Sequence"); node5.SetId(5); #if !BEHAVIAC_RELEASE node5.SetAgentType("GameLevelCommon"); #endif node0.AddChild(node5); { Wait_bt_Level_Survival_node6 node6 = new Wait_bt_Level_Survival_node6(); node6.SetClassNameString("Wait"); node6.SetId(6); #if !BEHAVIAC_RELEASE node6.SetAgentType("GameLevelCommon"); #endif node5.AddChild(node6); node5.SetHasEvents(node5.HasEvents() | node6.HasEvents()); } { Assignment_bt_Level_Survival_node1 node1 = new Assignment_bt_Level_Survival_node1(); node1.SetClassNameString("Assignment"); node1.SetId(1); #if !BEHAVIAC_RELEASE node1.SetAgentType("GameLevelCommon"); #endif node5.AddChild(node1); node5.SetHasEvents(node5.HasEvents() | node1.HasEvents()); } { Action_bt_Level_Survival_node17 node17 = new Action_bt_Level_Survival_node17(); node17.SetClassNameString("Action"); node17.SetId(17); #if !BEHAVIAC_RELEASE node17.SetAgentType("GameLevelCommon"); #endif node5.AddChild(node17); node5.SetHasEvents(node5.HasEvents() | node17.HasEvents()); } { Wait_bt_Level_Survival_node2 node2 = new Wait_bt_Level_Survival_node2(); node2.SetClassNameString("Wait"); node2.SetId(2); #if !BEHAVIAC_RELEASE node2.SetAgentType("GameLevelCommon"); #endif node5.AddChild(node2); node5.SetHasEvents(node5.HasEvents() | node2.HasEvents()); } node0.SetHasEvents(node0.HasEvents() | node5.HasEvents()); } { Sequence node3 = new Sequence(); node3.SetClassNameString("Sequence"); node3.SetId(3); #if !BEHAVIAC_RELEASE node3.SetAgentType("GameLevelCommon"); #endif node0.AddChild(node3); { Assignment_bt_Level_Survival_node9 node9 = new Assignment_bt_Level_Survival_node9(); node9.SetClassNameString("Assignment"); node9.SetId(9); #if !BEHAVIAC_RELEASE node9.SetAgentType("GameLevelCommon"); #endif node3.AddChild(node9); node3.SetHasEvents(node3.HasEvents() | node9.HasEvents()); } { Condition_bt_Level_Survival_node11 node11 = new Condition_bt_Level_Survival_node11(); node11.SetClassNameString("Condition"); node11.SetId(11); #if !BEHAVIAC_RELEASE node11.SetAgentType("GameLevelCommon"); #endif node3.AddChild(node11); node3.SetHasEvents(node3.HasEvents() | node11.HasEvents()); } { Action_bt_Level_Survival_node18 node18 = new Action_bt_Level_Survival_node18(); node18.SetClassNameString("Action"); node18.SetId(18); #if !BEHAVIAC_RELEASE node18.SetAgentType("GameLevelCommon"); #endif node3.AddChild(node18); node3.SetHasEvents(node3.HasEvents() | node18.HasEvents()); } { Wait_bt_Level_Survival_node10 node10 = new Wait_bt_Level_Survival_node10(); node10.SetClassNameString("Wait"); node10.SetId(10); #if !BEHAVIAC_RELEASE node10.SetAgentType("GameLevelCommon"); #endif node3.AddChild(node10); node3.SetHasEvents(node3.HasEvents() | node10.HasEvents()); } node0.SetHasEvents(node0.HasEvents() | node3.HasEvents()); } { WaitforSignal node13 = new WaitforSignal(); node13.SetClassNameString("WaitforSignal"); node13.SetId(13); #if !BEHAVIAC_RELEASE node13.SetAgentType("GameLevelCommon"); #endif // attachments { Predicate_bt_Level_Survival_attach19 attach19 = new Predicate_bt_Level_Survival_attach19(); attach19.SetClassNameString("Predicate"); attach19.SetId(19); #if !BEHAVIAC_RELEASE attach19.SetAgentType("GameLevelCommon"); #endif node13.Attach(attach19); } node0.AddChild(node13); { DecoratorAlwaysSuccess_bt_Level_Survival_node20 node20 = new DecoratorAlwaysSuccess_bt_Level_Survival_node20(); node20.SetClassNameString("DecoratorAlwaysSuccess"); node20.SetId(20); #if !BEHAVIAC_RELEASE node20.SetAgentType("GameLevelCommon"); #endif node13.AddChild(node20); { Sequence node25 = new Sequence(); node25.SetClassNameString("Sequence"); node25.SetId(25); #if !BEHAVIAC_RELEASE node25.SetAgentType("GameLevelCommon"); #endif node20.AddChild(node25); { Wait_bt_Level_Survival_node26 node26 = new Wait_bt_Level_Survival_node26(); node26.SetClassNameString("Wait"); node26.SetId(26); #if !BEHAVIAC_RELEASE node26.SetAgentType("GameLevelCommon"); #endif node25.AddChild(node26); node25.SetHasEvents(node25.HasEvents() | node26.HasEvents()); } { Assignment_bt_Level_Survival_node24 node24 = new Assignment_bt_Level_Survival_node24(); node24.SetClassNameString("Assignment"); node24.SetId(24); #if !BEHAVIAC_RELEASE node24.SetAgentType("GameLevelCommon"); #endif node25.AddChild(node24); node25.SetHasEvents(node25.HasEvents() | node24.HasEvents()); } { Condition_bt_Level_Survival_node21 node21 = new Condition_bt_Level_Survival_node21(); node21.SetClassNameString("Condition"); node21.SetId(21); #if !BEHAVIAC_RELEASE node21.SetAgentType("GameLevelCommon"); #endif node25.AddChild(node21); node25.SetHasEvents(node25.HasEvents() | node21.HasEvents()); } { Action_bt_Level_Survival_node22 node22 = new Action_bt_Level_Survival_node22(); node22.SetClassNameString("Action"); node22.SetId(22); #if !BEHAVIAC_RELEASE node22.SetAgentType("GameLevelCommon"); #endif node25.AddChild(node22); node25.SetHasEvents(node25.HasEvents() | node22.HasEvents()); } { Compute_bt_Level_Survival_node38 node38 = new Compute_bt_Level_Survival_node38(); node38.SetClassNameString("Compute"); node38.SetId(38); #if !BEHAVIAC_RELEASE node38.SetAgentType("GameLevelCommon"); #endif node25.AddChild(node38); node25.SetHasEvents(node25.HasEvents() | node38.HasEvents()); } { Action_bt_Level_Survival_node39 node39 = new Action_bt_Level_Survival_node39(); node39.SetClassNameString("Action"); node39.SetId(39); #if !BEHAVIAC_RELEASE node39.SetAgentType("GameLevelCommon"); #endif node25.AddChild(node39); node25.SetHasEvents(node25.HasEvents() | node39.HasEvents()); } node20.SetHasEvents(node20.HasEvents() | node25.HasEvents()); } node13.SetHasEvents(node13.HasEvents() | node20.HasEvents()); } node0.SetHasEvents(node0.HasEvents() | node13.HasEvents()); } { Sequence node29 = new Sequence(); node29.SetClassNameString("Sequence"); node29.SetId(29); #if !BEHAVIAC_RELEASE node29.SetAgentType("GameLevelCommon"); #endif node0.AddChild(node29); { And node30 = new And(); node30.SetClassNameString("And"); node30.SetId(30); #if !BEHAVIAC_RELEASE node30.SetAgentType("GameLevelCommon"); #endif node29.AddChild(node30); { Condition_bt_Level_Survival_node31 node31 = new Condition_bt_Level_Survival_node31(); node31.SetClassNameString("Condition"); node31.SetId(31); #if !BEHAVIAC_RELEASE node31.SetAgentType("GameLevelCommon"); #endif node30.AddChild(node31); node30.SetHasEvents(node30.HasEvents() | node31.HasEvents()); } { Condition_bt_Level_Survival_node32 node32 = new Condition_bt_Level_Survival_node32(); node32.SetClassNameString("Condition"); node32.SetId(32); #if !BEHAVIAC_RELEASE node32.SetAgentType("GameLevelCommon"); #endif node30.AddChild(node32); node30.SetHasEvents(node30.HasEvents() | node32.HasEvents()); } { Condition_bt_Level_Survival_node34 node34 = new Condition_bt_Level_Survival_node34(); node34.SetClassNameString("Condition"); node34.SetId(34); #if !BEHAVIAC_RELEASE node34.SetAgentType("GameLevelCommon"); #endif node30.AddChild(node34); node30.SetHasEvents(node30.HasEvents() | node34.HasEvents()); } node29.SetHasEvents(node29.HasEvents() | node30.HasEvents()); } { Wait_bt_Level_Survival_node37 node37 = new Wait_bt_Level_Survival_node37(); node37.SetClassNameString("Wait"); node37.SetId(37); #if !BEHAVIAC_RELEASE node37.SetAgentType("GameLevelCommon"); #endif node29.AddChild(node37); node29.SetHasEvents(node29.HasEvents() | node37.HasEvents()); } { Action_bt_Level_Survival_node7 node7 = new Action_bt_Level_Survival_node7(); node7.SetClassNameString("Action"); node7.SetId(7); #if !BEHAVIAC_RELEASE node7.SetAgentType("GameLevelCommon"); #endif node29.AddChild(node7); node29.SetHasEvents(node29.HasEvents() | node7.HasEvents()); } { Wait_bt_Level_Survival_node4 node4 = new Wait_bt_Level_Survival_node4(); node4.SetClassNameString("Wait"); node4.SetId(4); #if !BEHAVIAC_RELEASE node4.SetAgentType("GameLevelCommon"); #endif node29.AddChild(node4); node29.SetHasEvents(node29.HasEvents() | node4.HasEvents()); } { Action_bt_Level_Survival_node33 node33 = new Action_bt_Level_Survival_node33(); node33.SetClassNameString("Action"); node33.SetId(33); #if !BEHAVIAC_RELEASE node33.SetAgentType("GameLevelCommon"); #endif node29.AddChild(node33); node29.SetHasEvents(node29.HasEvents() | node33.HasEvents()); } { Assignment_bt_Level_Survival_node35 node35 = new Assignment_bt_Level_Survival_node35(); node35.SetClassNameString("Assignment"); node35.SetId(35); #if !BEHAVIAC_RELEASE node35.SetAgentType("GameLevelCommon"); #endif node29.AddChild(node35); node29.SetHasEvents(node29.HasEvents() | node35.HasEvents()); } node0.SetHasEvents(node0.HasEvents() | node29.HasEvents()); } node27.SetHasEvents(node27.HasEvents() | node0.HasEvents()); } node23.SetHasEvents(node23.HasEvents() | node27.HasEvents()); } bt.SetHasEvents(bt.HasEvents() | node23.HasEvents()); } return true; }
public static bool build_behavior_tree(BehaviorTree bt) { bt.SetClassNameString("BehaviorTree"); bt.SetId(-1); bt.SetName("node_test/action_ut_waitforsignal_2"); #if !BEHAVIAC_RELEASE bt.SetAgentType("AgentNodeTest"); #endif // children { Sequence node0 = new Sequence(); node0.SetClassNameString("Sequence"); node0.SetId(0); #if !BEHAVIAC_RELEASE node0.SetAgentType("AgentNodeTest"); #endif bt.AddChild(node0); { WaitforSignal node1 = new WaitforSignal(); node1.SetClassNameString("WaitforSignal"); node1.SetId(1); #if !BEHAVIAC_RELEASE node1.SetAgentType("AgentNodeTest"); #endif // attachments { Predicate_bt_node_test_action_ut_waitforsignal_2_attach2 attach2 = new Predicate_bt_node_test_action_ut_waitforsignal_2_attach2(); attach2.SetClassNameString("Predicate"); attach2.SetId(2); #if !BEHAVIAC_RELEASE attach2.SetAgentType("AgentNodeTest"); #endif node1.Attach(attach2); } { Predicate_bt_node_test_action_ut_waitforsignal_2_attach5 attach5 = new Predicate_bt_node_test_action_ut_waitforsignal_2_attach5(); attach5.SetClassNameString("Predicate"); attach5.SetId(5); #if !BEHAVIAC_RELEASE attach5.SetAgentType("AgentNodeTest"); #endif node1.Attach(attach5); } { Predicate_bt_node_test_action_ut_waitforsignal_2_attach6 attach6 = new Predicate_bt_node_test_action_ut_waitforsignal_2_attach6(); attach6.SetClassNameString("Predicate"); attach6.SetId(6); #if !BEHAVIAC_RELEASE attach6.SetAgentType("AgentNodeTest"); #endif node1.Attach(attach6); } node0.AddChild(node1); node0.SetHasEvents(node0.HasEvents() | node1.HasEvents()); } { Assignment_bt_node_test_action_ut_waitforsignal_2_node4 node4 = new Assignment_bt_node_test_action_ut_waitforsignal_2_node4(); node4.SetClassNameString("Assignment"); node4.SetId(4); #if !BEHAVIAC_RELEASE node4.SetAgentType("AgentNodeTest"); #endif node0.AddChild(node4); node0.SetHasEvents(node0.HasEvents() | node4.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("node_test/event_ut_0"); #if !BEHAVIAC_RELEASE bt.SetAgentType("AgentNodeTest"); #endif // attachments { Event_bt_node_test_event_ut_0_attach1 attach1 = new Event_bt_node_test_event_ut_0_attach1(); attach1.SetClassNameString("Event"); attach1.SetId(1); #if !BEHAVIAC_RELEASE attach1.SetAgentType("AgentNodeTest"); #endif attach1.Initialize("Self.AgentNodeTest::event_test_void()", "node_test/event_subtree_0", TriggerMode.TM_Return, false); bt.Attach(attach1); bt.SetHasEvents(bt.HasEvents() | (attach1 is Event)); } { Event_bt_node_test_event_ut_0_attach2 attach2 = new Event_bt_node_test_event_ut_0_attach2(); attach2.SetClassNameString("Event"); attach2.SetId(2); #if !BEHAVIAC_RELEASE attach2.SetAgentType("AgentNodeTest"); #endif attach2.Initialize("Self.AgentNodeTest::event_test_int(0)", "node_test/event_subtree_1", TriggerMode.TM_Return, false); // pars attach2.AddPar("int", "par_event_param_int", "0", "AgentNodeTest::event_test_int::param0"); bt.Attach(attach2); bt.SetHasEvents(bt.HasEvents() | (attach2 is Event)); } { Event_bt_node_test_event_ut_0_attach3 attach3 = new Event_bt_node_test_event_ut_0_attach3(); attach3.SetClassNameString("Event"); attach3.SetId(3); #if !BEHAVIAC_RELEASE attach3.SetAgentType("AgentNodeTest"); #endif attach3.Initialize("Self.AgentNodeTest::event_test_int_bool(0,false)", "node_test/event_subtree_2", TriggerMode.TM_Return, false); // pars attach3.AddPar("int", "par_event_param_int", "0", "AgentNodeTest::event_test_int_bool::param0"); attach3.AddPar("bool", "par_event_param_int_bool", "false", "AgentNodeTest::event_test_int_bool::param1"); bt.Attach(attach3); bt.SetHasEvents(bt.HasEvents() | (attach3 is Event)); } { Event_bt_node_test_event_ut_0_attach4 attach4 = new Event_bt_node_test_event_ut_0_attach4(); attach4.SetClassNameString("Event"); attach4.SetId(4); #if !BEHAVIAC_RELEASE attach4.SetAgentType("AgentNodeTest"); #endif attach4.Initialize("Self.AgentNodeTest::event_test_int_bool_float(0,false,0)", "node_test/event_subtree_3", TriggerMode.TM_Return, false); // pars attach4.AddPar("int", "par_event_param_int", "0", "AgentNodeTest::event_test_int_bool_float::param0"); attach4.AddPar("bool", "par_event_param_bool", "false", "AgentNodeTest::event_test_int_bool_float::param1"); attach4.AddPar("float", "par_event_param_float", "0", "AgentNodeTest::event_test_int_bool_float::param2"); bt.Attach(attach4); bt.SetHasEvents(bt.HasEvents() | (attach4 is Event)); } // children { Sequence node0 = new Sequence(); node0.SetClassNameString("Sequence"); node0.SetId(0); #if !BEHAVIAC_RELEASE node0.SetAgentType("AgentNodeTest"); #endif bt.AddChild(node0); { WaitforSignal node5 = new WaitforSignal(); node5.SetClassNameString("WaitforSignal"); node5.SetId(5); #if !BEHAVIAC_RELEASE node5.SetAgentType("AgentNodeTest"); #endif // attachments { Predicate_bt_node_test_event_ut_0_attach6 attach6 = new Predicate_bt_node_test_event_ut_0_attach6(); attach6.SetClassNameString("Predicate"); attach6.SetId(6); #if !BEHAVIAC_RELEASE attach6.SetAgentType("AgentNodeTest"); #endif node5.Attach(attach6); } node0.AddChild(node5); node0.SetHasEvents(node0.HasEvents() | node5.HasEvents()); } { Action_bt_node_test_event_ut_0_node7 node7 = new Action_bt_node_test_event_ut_0_node7(); node7.SetClassNameString("Action"); node7.SetId(7); #if !BEHAVIAC_RELEASE node7.SetAgentType("AgentNodeTest"); #endif node0.AddChild(node7); node0.SetHasEvents(node0.HasEvents() | node7.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("node_test/enter_exit_action_ut_0"); #if !BEHAVIAC_RELEASE bt.SetAgentType("AgentNodeTest"); #endif // children { Sequence_bt_node_test_enter_exit_action_ut_0_node0 node0 = new Sequence_bt_node_test_enter_exit_action_ut_0_node0(); node0.SetClassNameString("Sequence"); node0.SetId(0); #if !BEHAVIAC_RELEASE node0.SetAgentType("AgentNodeTest"); #endif bt.AddChild(node0); { Selector_bt_node_test_enter_exit_action_ut_0_node1 node1 = new Selector_bt_node_test_enter_exit_action_ut_0_node1(); node1.SetClassNameString("Selector"); node1.SetId(1); #if !BEHAVIAC_RELEASE node1.SetAgentType("AgentNodeTest"); #endif node0.AddChild(node1); { WaitforSignal node3 = new WaitforSignal(); node3.SetClassNameString("WaitforSignal"); node3.SetId(3); #if !BEHAVIAC_RELEASE node3.SetAgentType("AgentNodeTest"); #endif // attachments { Predicate_bt_node_test_enter_exit_action_ut_0_attach5 attach5 = new Predicate_bt_node_test_enter_exit_action_ut_0_attach5(); attach5.SetClassNameString("Predicate"); attach5.SetId(5); #if !BEHAVIAC_RELEASE attach5.SetAgentType("AgentNodeTest"); #endif node3.Attach(attach5); } node1.AddChild(node3); node1.SetHasEvents(node1.HasEvents() | node3.HasEvents()); } { True node4 = new True(); node4.SetClassNameString("True"); node4.SetId(4); #if !BEHAVIAC_RELEASE node4.SetAgentType("AgentNodeTest"); #endif node1.AddChild(node4); node1.SetHasEvents(node1.HasEvents() | node4.HasEvents()); } node0.SetHasEvents(node0.HasEvents() | node1.HasEvents()); } { True node2 = new True(); node2.SetClassNameString("True"); node2.SetId(2); #if !BEHAVIAC_RELEASE node2.SetAgentType("AgentNodeTest"); #endif node0.AddChild(node2); node0.SetHasEvents(node0.HasEvents() | node2.HasEvents()); } bt.SetHasEvents(bt.HasEvents() | node0.HasEvents()); } return true; }