
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 🥵🥵🥵🥵🥵
121 lines
5.7 KiB
C#
121 lines
5.7 KiB
C#
namespace BehaviorDesigner.Runtime.Tasks
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{
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[TaskDescription("The selector evaluator is a selector task which reevaluates its children every tick. It will run the lowest priority child which returns a task status of running. " +
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"This is done each tick. If a higher priority child is running and the next frame a lower priority child wants to run it will interrupt the higher priority child. " +
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"The selector evaluator will return success as soon as the first child returns success otherwise it will keep trying higher priority children. This task mimics " +
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"the conditional abort functionality except the child tasks don't always have to be conditional tasks.")]
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[TaskIcon("{SkinColor}SelectorEvaluatorIcon.png")]
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public class SelectorEvaluator : 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 the last child ran.
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private TaskStatus executionStatus = TaskStatus.Inactive;
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// The index of the child that was running before the tree started to be reevaluated.
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private int storedCurrentChildIndex = -1;
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// The task status of the last child ran before the tree started to be reevaluated.
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private TaskStatus storedExecutionStatus = TaskStatus.Inactive;
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public override int CurrentChildIndex()
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{
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return currentChildIndex;
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}
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public override void OnChildStarted(int childIndex)
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{
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// The children run sequentially so increment the index and set the status to running.
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currentChildIndex++;
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executionStatus = TaskStatus.Running;
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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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if (executionStatus == TaskStatus.Success || executionStatus == TaskStatus.Running) {
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return false;
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}
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// Used the storedCurrentChildIndex if reevaluating, otherwise the currentChildIndex
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if (storedCurrentChildIndex != -1) {
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return currentChildIndex < storedCurrentChildIndex - 1;
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}
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return currentChildIndex < children.Count;
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}
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public override void OnChildExecuted(int childIndex, TaskStatus childStatus)
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{
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// A disabled task is the equivalent of the task failing for a selector evaluator.
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if (childStatus == TaskStatus.Inactive && children[childIndex].Disabled) {
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executionStatus = TaskStatus.Failure;
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}
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// The child status will be inactive immediately following an abort from OnReevaluationEnded. The status will be running if the
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// child task is interrupted. Ignore the status for both of these.
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if (childStatus != TaskStatus.Inactive && childStatus != TaskStatus.Running) {
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executionStatus = childStatus;
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}
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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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public override TaskStatus OverrideStatus(TaskStatus status)
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{
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return executionStatus;
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}
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// The selector evaluator task is a parallel task to allow the previous child to continue to run while the higher priority task is active. If the
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// lower priority child can run then OnReevaluationEnded will interrupt the higher priority task.
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public override bool CanRunParallelChildren()
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{
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return true;
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}
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// Can reevaluate to allow the lower priority children the chance to rerun.
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public override bool CanReevaluate()
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{
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return true;
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}
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// The behavior tree wants to start reevaluating the tree.
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public override bool OnReevaluationStarted()
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{
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// Cannot reevaluate if the task hasn't even started yet
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if (executionStatus == TaskStatus.Inactive) {
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return false;
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}
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// Store the current index and execution status because it may need to be resumed.
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storedCurrentChildIndex = currentChildIndex;
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storedExecutionStatus = executionStatus;
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currentChildIndex = 0;
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executionStatus = TaskStatus.Inactive;
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return true;
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}
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// Reevaluation has ended. Determine if a task should be interrupted or resumed from the last index.
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public override void OnReevaluationEnded(TaskStatus status)
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{
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// Interrupt the currently running index if a lower priority child returns a status of running or success.
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if (executionStatus != TaskStatus.Failure && executionStatus != TaskStatus.Inactive) {
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BehaviorManager.instance.Interrupt(Owner, children[storedCurrentChildIndex - 1], this, TaskStatus.Inactive);
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} else {
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// The lower priority children returned the same status so resume with the current child
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currentChildIndex = storedCurrentChildIndex;
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executionStatus = storedExecutionStatus;
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}
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storedCurrentChildIndex = -1;
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storedExecutionStatus = TaskStatus.Inactive;
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}
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}
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} |