Added Behavior Graph asset for Unity
This commit is contained in:
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 64c4e3fb204f4969917cc3c9292203d8
|
||||
timeCreated: 1777370342
|
||||
@@ -0,0 +1,7 @@
|
||||
namespace BehaviorTree
|
||||
{
|
||||
public abstract class Action : Node
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f3ab3ddc36e243b2be90aa9b5509e227
|
||||
timeCreated: 1777370370
|
||||
@@ -0,0 +1,9 @@
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace BehaviorTree
|
||||
{
|
||||
public abstract class Composite : Node
|
||||
{
|
||||
protected List<Node> nodes = new List<Node>();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 14d4eb6b8f8d457a8337c28efd869803
|
||||
timeCreated: 1777370399
|
||||
@@ -0,0 +1,7 @@
|
||||
namespace BehaviorTree
|
||||
{
|
||||
public abstract class Condition : Node
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 802a61204be646c99182eba809e9aaf6
|
||||
timeCreated: 1777370380
|
||||
@@ -0,0 +1,8 @@
|
||||
namespace BehaviorTree
|
||||
{
|
||||
public abstract class Decorator : Node
|
||||
{
|
||||
protected Node node = null;
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 14a7012970af4403878ef7499c89a656
|
||||
timeCreated: 1777370408
|
||||
@@ -0,0 +1,29 @@
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace BehaviorTree
|
||||
{
|
||||
public abstract class Node
|
||||
{
|
||||
public virtual Status Start()
|
||||
{
|
||||
return Status.Running;
|
||||
}
|
||||
|
||||
public virtual Status End()
|
||||
{
|
||||
return Status.Success;
|
||||
}
|
||||
|
||||
public virtual Status Update()
|
||||
{
|
||||
return Status.Running;
|
||||
}
|
||||
}
|
||||
|
||||
public enum Status
|
||||
{
|
||||
Success,
|
||||
Failure,
|
||||
Running
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d82e920d170a41e7b3c88051227b2b87
|
||||
timeCreated: 1777370362
|
||||
@@ -0,0 +1,53 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace BehaviorTree
|
||||
{
|
||||
public class Selector : Composite
|
||||
{
|
||||
private int _currentIndex;
|
||||
private Node _currentNode;
|
||||
|
||||
public Selector(List<Node> _nodes)
|
||||
{
|
||||
nodes = _nodes;
|
||||
}
|
||||
|
||||
public override Status Start()
|
||||
{
|
||||
if (nodes == null || nodes.Count == 0)
|
||||
{
|
||||
return Status.Failure;
|
||||
}
|
||||
|
||||
_currentIndex = 0;
|
||||
_currentNode = nodes[_currentIndex];
|
||||
_currentNode.Start();
|
||||
|
||||
return Status.Running;
|
||||
}
|
||||
|
||||
public override Status Update()
|
||||
{
|
||||
Status status = _currentNode?.Update() ?? Status.Failure;
|
||||
|
||||
switch (status)
|
||||
{
|
||||
case Status.Failure:
|
||||
if (_currentNode?.End() == Status.Failure) return Status.Failure;
|
||||
_currentIndex++;
|
||||
if (_currentIndex >= nodes.Count) return Status.Failure;
|
||||
_currentNode = nodes[_currentIndex];
|
||||
if (_currentNode?.Start() == Status.Failure) return Status.Failure;
|
||||
return Status.Running;
|
||||
case Status.Success:
|
||||
_currentNode?.End();
|
||||
return Status.Success;
|
||||
case Status.Running:
|
||||
return Status.Running;
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6cdc8db4acb84507990e59ccd03bf1a3
|
||||
timeCreated: 1777370428
|
||||
@@ -0,0 +1,53 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace BehaviorTree
|
||||
{
|
||||
public class Sequence : Composite
|
||||
{
|
||||
private int _currentIndex;
|
||||
private Node _currentNode;
|
||||
|
||||
public Sequence(List<Node> _nodes)
|
||||
{
|
||||
nodes = _nodes;
|
||||
}
|
||||
|
||||
public override Status Start()
|
||||
{
|
||||
if (nodes == null || nodes.Count == 0)
|
||||
{
|
||||
return Status.Failure;
|
||||
}
|
||||
|
||||
_currentIndex = 0;
|
||||
_currentNode = nodes[_currentIndex];
|
||||
_currentNode.Start();
|
||||
|
||||
return Status.Running;
|
||||
}
|
||||
|
||||
public override Status Update()
|
||||
{
|
||||
Status status = _currentNode?.Update() ?? Status.Failure;
|
||||
|
||||
switch (status)
|
||||
{
|
||||
case Status.Success:
|
||||
if (_currentNode?.End() == Status.Failure) return Status.Failure;
|
||||
_currentIndex++;
|
||||
if (_currentIndex >= nodes.Count) return Status.Success;
|
||||
_currentNode = nodes[_currentIndex];
|
||||
if (_currentNode?.Start() == Status.Failure) return Status.Failure;
|
||||
return Status.Running;
|
||||
case Status.Failure:
|
||||
_currentNode?.End();
|
||||
return Status.Failure;
|
||||
case Status.Running:
|
||||
return Status.Running;
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a7965f6ffc804719afe03c1ea8ed1f1d
|
||||
timeCreated: 1777370418
|
||||
@@ -0,0 +1,66 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace BehaviorTree
|
||||
{
|
||||
public class Tree : MonoBehaviour
|
||||
{
|
||||
private Node _rootNode;
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
_rootNode = new Selector(new List<Node>{});
|
||||
Status status = _rootNode.Start();
|
||||
Debug.Log(status);
|
||||
|
||||
switch (status)
|
||||
{
|
||||
case Status.Success:
|
||||
break;
|
||||
case Status.Failure:
|
||||
break;
|
||||
case Status.Running:
|
||||
break;
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException();
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
Status status = _rootNode?.End() ?? Status.Failure;
|
||||
|
||||
switch (status)
|
||||
{
|
||||
case Status.Success:
|
||||
break;
|
||||
case Status.Failure:
|
||||
break;
|
||||
case Status.Running:
|
||||
break;
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException();
|
||||
}
|
||||
|
||||
_rootNode = null;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
Status status = _rootNode?.Update() ?? Status.Failure;
|
||||
|
||||
switch (status)
|
||||
{
|
||||
case Status.Success:
|
||||
break;
|
||||
case Status.Failure:
|
||||
break;
|
||||
case Status.Running:
|
||||
break;
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 48d4d2eb93f743c0821902732350a1e5
|
||||
timeCreated: 1777370351
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9fdd1a937331f41f6bfe17cf230bbd57
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,49 @@
|
||||
using System;
|
||||
using AI.FSM;
|
||||
using Unity.Behavior;
|
||||
using UnityEngine;
|
||||
using Action = Unity.Behavior.Action;
|
||||
using Unity.Properties;
|
||||
|
||||
[Serializable, GeneratePropertyBag]
|
||||
[NodeDescription(name: "Find By Raycast", story: "Find [Target] by Raycast from [Agent]", category: "Action/Find", id: "4485803bf98219ce319c3000d6f8e6bf")]
|
||||
public partial class FindByRaycastAction : Action
|
||||
{
|
||||
[SerializeReference] public BlackboardVariable<GameObject> Target;
|
||||
[SerializeReference] public BlackboardVariable<GameObject> Agent;
|
||||
[SerializeReference] public BlackboardVariable<float> MaxDistance = new(10.0f);
|
||||
|
||||
protected override Status OnStart()
|
||||
{
|
||||
// initialize action here
|
||||
|
||||
// test for valid variables
|
||||
if (Agent.Value == null) return Status.Failure;
|
||||
|
||||
return Status.Running;
|
||||
}
|
||||
|
||||
protected override Status OnUpdate()
|
||||
{
|
||||
Target.Value = null;
|
||||
|
||||
RaycastHit hit;
|
||||
if (!Physics.Raycast(Agent.Value.transform.position, Agent.Value.transform.forward, out hit,
|
||||
MaxDistance))
|
||||
{
|
||||
return Status.Failure;
|
||||
}
|
||||
|
||||
PlayerController playerController = hit.collider.GetComponent<PlayerController>();
|
||||
if (!playerController) return Status.Failure;
|
||||
|
||||
Target.Value = playerController.gameObject;
|
||||
return Status.Success;
|
||||
}
|
||||
|
||||
protected override void OnEnd()
|
||||
{
|
||||
// deinitialize action here
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 91157a6cd972849c58afadf2f49c5d04
|
||||
@@ -0,0 +1,35 @@
|
||||
using System;
|
||||
using Unity.Behavior;
|
||||
using UnityEngine;
|
||||
|
||||
[Serializable, Unity.Properties.GeneratePropertyBag]
|
||||
[Condition(name: "Target Null", story: "[Target] [is] null", category: "Conditions", id: "83ee136bdfeb6568a8a2fb0a340e6e69")]
|
||||
public partial class GameObjectNullCondition : Condition
|
||||
{
|
||||
[SerializeReference] public BlackboardVariable<GameObject> Target;
|
||||
[Comparison(comparisonType: ComparisonType.Boolean)]
|
||||
[SerializeReference] public BlackboardVariable<ConditionOperator> Is;
|
||||
|
||||
public override bool IsTrue()
|
||||
{
|
||||
if (Is.Value == ConditionOperator.Equal)
|
||||
{
|
||||
return Target.Value == null;
|
||||
}
|
||||
else
|
||||
{
|
||||
return Target.Value != null;
|
||||
}
|
||||
|
||||
return (Target.Value == null && Is.Value == ConditionOperator.Equal) ||
|
||||
(Target.Value != null && Is.Value == ConditionOperator.NotEqual);
|
||||
}
|
||||
|
||||
public override void OnStart()
|
||||
{
|
||||
}
|
||||
|
||||
public override void OnEnd()
|
||||
{
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0c4c02578331346c792b21cbd5e227a4
|
||||
Reference in New Issue
Block a user