Added Behavior Graph asset for AI simulations
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fileFormatVersion: 2
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guid: 4f28c48bd266493dbbd2138cfe7512a9
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timeCreated: 1777392372
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namespace DefaultNamespace.BehaviorTree
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{
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public abstract class Action : Node
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{
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}
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}
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fileFormatVersion: 2
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guid: a47380a9d61c417fae2871ebb4af4ca9
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timeCreated: 1777392989
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using System.Collections.Generic;
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namespace DefaultNamespace.BehaviorTree
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{
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public abstract class Composite : Node
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{
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protected List<Node> Children;
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public Composite(List<Node> children)
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{
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Children = children;
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 03f624aecf9b4f06907bc2d216d810a7
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timeCreated: 1777393016
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namespace DefaultNamespace.BehaviorTree
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{
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public abstract class Condition : Action
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{
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 4a21ed8dbd354365a64b54f680885692
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timeCreated: 1777393004
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namespace DefaultNamespace.BehaviorTree
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{
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public abstract class Decorator : Node
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{
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protected Node Child;
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public Decorator(Node child)
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{
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Child = child;
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 907a63b689ce467d9b544d2cfeb23b50
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timeCreated: 1777393029
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namespace DefaultNamespace.BehaviorTree
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{
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public abstract class Node
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{
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public virtual Status OnStart() => Status.Running;
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public virtual void OnEnd()
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{
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}
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public virtual Status OnUpdate() => Status.Success;
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}
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public enum Status { Success, Failure, Running }
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 777a49e04b5645c69db83417be0665a5
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timeCreated: 1777392427
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@@ -0,0 +1,46 @@
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using System;
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using System.Collections.Generic;
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namespace DefaultNamespace.BehaviorTree
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{
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public class Selector : Composite
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{
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private int _currentIndex;
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private Node _currentNode;
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public Selector(List<Node> children) : base(children)
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{
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}
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public override Status OnStart()
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{
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if (Children.Count == 0) return Status.Failure;
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_currentIndex = 0;
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_currentNode = Children[_currentIndex];
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return _currentNode?.OnStart() ?? Status.Failure;
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}
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public override Status OnUpdate()
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{
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Status status = _currentNode?.OnUpdate() ?? Status.Failure;
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switch (status)
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{
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case Status.Failure:
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_currentNode?.OnEnd();
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_currentIndex++;
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if (_currentIndex >= Children.Count) return Status.Failure;
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_currentNode = Children[_currentIndex];
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return _currentNode?.OnStart() ?? Status.Failure;
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case Status.Success:
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_currentNode?.OnEnd();
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return Status.Success;
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case Status.Running:
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return Status.Running;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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}
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}
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fileFormatVersion: 2
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guid: d6125671572a4bdca9faf360d9631007
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timeCreated: 1777393713
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@@ -0,0 +1,46 @@
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using System;
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using System.Collections.Generic;
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namespace DefaultNamespace.BehaviorTree
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{
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public class Sequence : Composite
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{
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private int _currentIndex;
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private Node _currentNode;
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public Sequence(List<Node> children) : base(children)
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{
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}
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public override Status OnStart()
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{
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if (Children.Count == 0) return Status.Failure;
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_currentIndex = 0;
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_currentNode = Children[_currentIndex];
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return _currentNode?.OnStart() ?? Status.Failure;
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}
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public override Status OnUpdate()
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{
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Status status = _currentNode?.OnUpdate() ?? Status.Failure;
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switch (status)
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{
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case Status.Success:
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_currentNode?.OnEnd();
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_currentIndex++;
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if (_currentIndex >= Children.Count) return Status.Success;
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_currentNode = Children[_currentIndex];
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return _currentNode?.OnStart() ?? Status.Failure;
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case Status.Failure:
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_currentNode?.OnEnd();
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return Status.Failure;
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case Status.Running:
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return Status.Running;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: d710d34ec35547bda535ffd8af159ab1
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timeCreated: 1777393258
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@@ -0,0 +1,46 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace DefaultNamespace.BehaviorTree
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{
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public class Tree : MonoBehaviour
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{
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private Node _rootNode;
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// may be you want to run this tree anyways without looking for
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// the current state, then throw the ifs away
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private void OnEnable()
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{
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// create first node
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_rootNode = new Sequence(new List<Node>());
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//if (_rootNode.OnStart() == Status.Failure) enabled = false;
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Debug.Log($"Root node status at start: {_rootNode.OnStart()}");
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}
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private void OnDisable()
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{
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_rootNode.OnEnd();
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}
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private void Update()
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{
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// Status status = _rootNode.OnUpdate();
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//
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// switch (status)
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// {
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// case Status.Success:
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// break;
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// case Status.Failure:
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// break;
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// case Status.Running:
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// break;
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// default:
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// throw new ArgumentOutOfRangeException();
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// }
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Debug.Log($"Root node status at update: {_rootNode.OnUpdate()}");
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: e3ebc182a7db40659155500d45db62e1
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timeCreated: 1777392380
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: e5ef39e2e4dfb470ab8296731bacdbfc
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,46 @@
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using System;
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using DefaultNamespace;
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using Unity.Behavior;
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using UnityEngine;
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using Action = Unity.Behavior.Action;
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using Unity.Properties;
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[Serializable, GeneratePropertyBag]
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[NodeDescription(name: "Find by Raycast", story: "Find [Target] by raycast from [Agent]", category: "Action/Find", id: "cde581f97d96148705ed557e6d9ef0c0")]
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public partial class FindByRaycastAction : Action
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{
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[SerializeReference] public BlackboardVariable<GameObject> Target;
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[SerializeReference] public BlackboardVariable<GameObject> Agent;
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[SerializeReference] public BlackboardVariable<float> MaxDistance = new(10.0f);
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protected override Status OnStart()
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{
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// initialize the node
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// check variables first
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if (Agent.Value == null) return Status.Failure;
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return Status.Running;
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}
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protected override Status OnUpdate()
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{
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// will be called every frame while the node is running
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Target.Value = null;
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RaycastHit hit;
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if (!Physics.Raycast(Agent.Value.transform.position, Agent.Value.transform.forward, out hit, MaxDistance)) return Status.Failure;
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PlayerController playerController = hit.collider.GetComponent<PlayerController>();
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if (!playerController) return Status.Failure;
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Target.Value = playerController.gameObject;
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return Status.Success;
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}
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protected override void OnEnd()
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{
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// deinitialize the node
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 050a9dc7e793c41e8b67a8485bdc6755
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@@ -0,0 +1,27 @@
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using System;
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using Unity.Behavior;
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using UnityEngine;
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[Serializable, Unity.Properties.GeneratePropertyBag]
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[Condition(name: "GameObject Null", story: "[Target] [is] null", category: "Conditions", id: "6bc7c2e1cf9d2d4a14b5c3ac1b47da1d")]
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public partial class GameObjectNullCondition : Condition
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{
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[SerializeReference] public BlackboardVariable<GameObject> Target;
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[Comparison(comparisonType: ComparisonType.Boolean)]
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[SerializeReference] public BlackboardVariable<ConditionOperator> Is;
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public override bool IsTrue()
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{
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if (Target.Value == null && Is.Value == ConditionOperator.Equal) return true;
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if (Target.Value != null && Is.Value == ConditionOperator.NotEqual) return true;
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return false;
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}
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public override void OnStart()
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{
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}
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public override void OnEnd()
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{
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}
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}
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@@ -0,0 +1,2 @@
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||||
fileFormatVersion: 2
|
||||
guid: 2de8640b1b5a34a6aa6e88a233a1f2dc
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