
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 🥵🥵🥵🥵🥵
50 lines
1.5 KiB
C#
50 lines
1.5 KiB
C#
namespace BehaviorDesigner.Runtime.Tasks.Unity.Math
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{
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[TaskCategory("Unity/Math")]
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[TaskDescription("Performs a math operation on two bools: AND, OR, NAND, or XOR.")]
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public class BoolOperator : Action
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{
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public enum Operation
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{
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AND,
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OR,
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NAND,
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XOR
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}
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[Tooltip("The operation to perform")]
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public Operation operation;
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[Tooltip("The first bool")]
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public SharedBool bool1;
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[Tooltip("The second bool")]
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public SharedBool bool2;
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[Tooltip("The variable to store the result")]
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public SharedBool storeResult;
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public override TaskStatus OnUpdate()
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{
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switch (operation) {
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case Operation.AND:
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storeResult.Value = bool1.Value && bool2.Value;
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break;
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case Operation.OR:
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storeResult.Value = bool1.Value || bool2.Value;
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break;
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case Operation.NAND:
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storeResult.Value = !(bool1.Value && bool2.Value);
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break;
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case Operation.XOR:
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storeResult.Value = bool1.Value ^ bool2.Value;
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break;
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}
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return TaskStatus.Success;
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}
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public override void OnReset()
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{
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operation = Operation.AND;
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bool1 = false;
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bool2 = false;
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}
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}
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} |