
1.引入URP 2.引入InputSystem 3.引入Fungus 4.引入DoTween 5.引入CinemaMachine 6.引入BehaviorTree 7.引入BehaviorTree动作包 8.配置了渲染管线资源 🥵🥵🥵🥵🥵
71 lines
3.1 KiB
C#
71 lines
3.1 KiB
C#
using System.Collections.Generic;
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namespace BehaviorDesigner.Runtime.Tasks
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{
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[TaskDescription("Similar to the selector task, the priority selector task will return success as soon as a child task returns success. " +
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"Instead of running the tasks sequentially from left to right within the tree, the priority selector will ask the task what its priority is to determine the order. " +
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"The higher priority tasks have a higher chance at being run first.")]
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[TaskIcon("{SkinColor}PrioritySelectorIcon.png")]
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public class PrioritySelector : Composite
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{
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// The index of the child that is currently running or is about to run.
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private int currentChildIndex = 0;
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// The task status of every child task.
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private TaskStatus executionStatus = TaskStatus.Inactive;
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// The order to run its children in.
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private List<int> childrenExecutionOrder = new List<int>();
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public override void OnStart()
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{
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// Make sure the list is empty before we add child indexes to it.
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childrenExecutionOrder.Clear();
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// Loop through each child task and determine its priority. The higher the priority the lower it goes within the list. The task with the highest
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// priority will be first in the list and will be executed first.
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for (int i = 0; i < children.Count; ++i) {
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float priority = children[i].GetPriority();
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int insertIndex = childrenExecutionOrder.Count;
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for (int j = 0; j < childrenExecutionOrder.Count; ++j) {
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if (children[childrenExecutionOrder[j]].GetPriority() < priority) {
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insertIndex = j;
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break;
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}
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}
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childrenExecutionOrder.Insert(insertIndex, i);
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}
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}
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public override int CurrentChildIndex()
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{
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// Use the execution order list in order to determine the current child index.
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return childrenExecutionOrder[currentChildIndex];
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}
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public override bool CanExecute()
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{
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// We can continue to execuate as long as we have children that haven't been executed and no child has returned success.
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return currentChildIndex < children.Count && executionStatus != TaskStatus.Success;
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}
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public override void OnChildExecuted(TaskStatus childStatus)
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{
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// Increase the child index and update the execution status after a child has finished running.
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currentChildIndex++;
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executionStatus = childStatus;
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}
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public override void OnConditionalAbort(int childIndex)
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{
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// Set the current child index to the index that caused the abort
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currentChildIndex = childIndex;
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executionStatus = TaskStatus.Inactive;
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}
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public override void OnEnd()
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{
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// All of the children have run. Reset the variables back to their starting values.
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executionStatus = TaskStatus.Inactive;
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currentChildIndex = 0;
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}
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}
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} |