C#/基于Unity 行为树的实现步骤【纯代码】
导读:收集整理的这篇文章主要介绍了C#/基于Unity 行为树的实现步骤【纯代码】,觉得挺不错的,现在分享给大家,也给大家做个参考。以下是纯代码参考, 没有Unity插件的节点编辑导出配置等内容。 行为树的概念, 各种 UnITy 插件在这里都没...
收集整理的这篇文章主要介绍了C#/基于Unity 行为树的实现步骤【纯代码】,觉得挺不错的,现在分享给大家,也给大家做个参考。以下是纯代码参考, 没有Unity插件的节点编辑导出配置等内容。 行为树的概念, 各种 UnITy 插件在这里都没有进行介绍。 代码是根据Unity的 2D Game Kit ,总结提炼的, 对于学习和理解行为树会很有帮助! using BTai;
using UnityEngine;
public class testBT : MonoBehaviour, BTAI.IBTDebugable{
Root aiRoot = BT.Root();
PRivate void OnEnable() {
aiRoot.OPEnbranch( BT.If(TestVisibleTarget).OpenBranch( BT.Call(Aim), BT.Call(Shoot) ), BT.Sequence().OpenBranch( BT.Call(Walk), BT.Wait(5.0f), BT.Call(Turn), BT.Wait(1.0f), BT.Call(Turn) ) );
}
private void Turn() {
Debug.LOG("执行了 Turn");
}
private void Walk() {
Debug.Log("执行了 Walk");
}
private void Shoot() {
Debug.Log("执行了 Shoot");
}
private void Aim() {
Debug.Log("执行了 Aim");
}
private bool TestVisibleTarget() {
VAR isSuccess = UnityEngine.Random.Range(0, 2) == 1;
Debug.Log("执行了 TestVisibleTarget Result:" + isSuccess);
return isSuccess;
}
private void Update() {
aiRoot.Tick();
}
public Root GetAIRoot() {
return aiRoot;
}
}
using System.Collections.Generic;
using UnityEngine;
/// summary>
/// 这只是脚本系统/// 行为树会从Root节点开始遍历子节点。Update中执行/// 每个节点都有相关的操作,但是基本上就是返回三种状态/// ● Success: 节点成功完成任务/// ● Failure: 节点未通过任务/// ● Continue:节点尚未完成任务。/// 但是每个节点的父节点对子节点的结果处理方式还不同。 例如/// ● Test 节点: 测试节点将调用其子节点并在测试为真时返回子节点状态,如果测试为假,则返回Failure而不调用其子节点。/// 行为树的一种构造方式如下:/// Root aiRoot = BT.Root();
/// aiRoot.Do( /// BT.If(TestVisibleTarget).Do(/// BT.Call(Aim),/// BT.Call(Shoot)/// ),/// BT.Sequence().Do(/// BT.Call(Walk),/// BT.Wait(5.0f),/// BT.Call(Turn),/// BT.Wait(1.0f),/// BT.Call(Turn)/// )/// );
///然后在Update中 调用 aiRoot.Tick() 。 刚刚构造的行为树是怎么样的检查过程呢? ///1、首先检查TestVisibleTarget是否返回Ture,如果是继续执行子节点执行Aim函数和Shoot函数///2、TestVisibleTarget是否返回false,if节点将返回Failure, 然后Root 将转向下一个子节点。这是个Sequence节点,它从执行第一个子节点开始。/// 1)将调用Walk函数,直接返回 Success,以便Sequence将下一个子节点激活并执行它。/// 2)执行Wait 节点,只是要等待5秒,还是第一次调用,所以肯定返回Running状态, 当Sequence从子节点上得到Running状态时,不会更改激活的子节点索引,下次Update的时候还是从这个节点开始执行///3、Update的执行,当Wait节点等待的时间到了的时候,将会返回Success, 以便序列将转到下一个孩子。///脚本中的Node列表 /// Sequence://一个接一个地执行子节点。如果子节点返回://●Success:Sequence将选择下一帧的下一个孩子开始。//●Failure:Sequence将返回到下一帧的第一个子节点(从头开始)。//●Continue:Sequence将在下一帧再次调用该节点。//RandomSequence:// 每次调用时,从子列表中执行一个随机子节点。您可以在构造函数中指定要应用于每个子项的权重列表作为int数组,以使某些子项更有可能被选中。//Selector ://按顺序执行所有子项,直到一个返回Success,然后退出而不执行其余子节点。如果没有返回Success,则此节点将返回Failure。// Condition :// 如果给定函数返回true,则此节点返回Success;
如果为false,则返回Failure。// 与其他依赖于子节点结果的节点链接时很有用(例如,Sequence,Selector等)// If ://调用给定的函数。// ●如果返回true,则调用当前活动的子级并返回其状态。// ●否则,它将在不调用其子项的情况下返回Failure// While://只要给定函数返回true,就返回Continue(因此,下一帧将再次从该节点开始,而不会评估所有先前的节点)。//子节点们将陆续被执行。//当函数返回false并且循环中断时,将返回Failure。// Call //调用给定的函数,它将始终返回Success。是动作节点!//Repeat //将连续执行给定次数的所有子节点。//始终返回Continue,直到达到计数,并返回Success。//Wait//将返回Continue,直到达到给定时间(首次调用时开始),然后返回Success。//Trigger //允许在给定的动画师animator中设置Trigger参数(如果最后一个参数设置为false,则取消设置触发器)。始终返回成功。//SetBool//允许在给定的animator中设置布尔参数的值。始终返回成功//SetActive //设置给定GameObject的活动/非活动状态。始终返回成功。/// /summary>
namespace BTAI{
public enum BTstate {
Failure, Success, Continue, Abort }
/// summary>
/// 节点 对象工厂 /// /summary>
public static class BT {
public static Root Root() {
return new Root();
}
public static Sequence Sequence() {
return new Sequence();
}
public static Selector Selector(bool shuffle = false) {
return new Selector(shuffle);
}
public static Action RunCoroutine(System.FuncIEnumeratorBTState>
>
coroutine) {
return new Action(coroutine);
}
public static Action Call(System.Action fn) {
return new Action(fn);
}
public static ConditionalBranch If(System.Funcbool>
fn) {
return new ConditionalBranch(fn);
}
public static While While(System.Funcbool>
fn) {
return new While(fn);
}
public static Condition Condition(System.Funcbool>
fn) {
return new Condition(fn);
}
public static Repeat Repeat(int count) {
return new Repeat(count);
}
public static Wait Wait(float seconds) {
return new Wait(seconds);
}
public static Trigger Trigger(Animator animator, string name, bool set = true) {
return new Trigger(animator, name, set);
}
public static WaitForAnimatorState WaitForAnimatorState(Animator animator, string name, int layer = 0) {
return new WaitForAnimatorState(animator, name, layer);
}
public static SetBool SetBool(Animator animator, string name, bool value) {
return new SetBool(animator, name, value);
}
public static SetActive SetActive(GameObject gameObject, bool active) {
return new SetActive(gameObject, active);
}
public static WaitForAnimatorSignal WaitForAnimatorSignal(Animator animator, string name, string state, int layer = 0) {
return new WaitForAnimatorSignal(animator, name, state, layer);
}
public static Terminate Terminate() {
return new Terminate();
}
public static Log Log(string msg) {
return new Log(msg);
}
public static RandomSequence RandomSequence(int[] weights = null) {
return new BTAI.RandomSequence(weights);
}
}
/// summary>
/// 节点抽象类 /// /summary>
public abstract class BTNode {
public abstract BTState Tick();
}
/// summary>
/// 包含子节点的组合 节点基类 /// /summary>
public abstract class Branch : BTNode {
protected int activeChild;
protected ListBTNode>
children = new ListBTNode>
();
public virtual Branch OpenBranch(params BTNode[] children) {
for (var i = 0;
i children.Length;
i++) this.children.Add(children[i]);
return this;
}
public ListBTNode>
Children() {
return children;
}
public int ActiveChild() {
return activeChild;
}
public virtual void ResetChildren() {
activeChild = 0;
for (var i = 0;
i children.Count;
i++) {
Branch b = children[i] as Branch;
if (b != null) {
b.ResetChildren();
}
}
}
}
/// summary>
/// 装饰节点 只包含一个子节点,用于某种方式改变这个节点的行为 /// 比如过滤器(用于决定是否允许子节点运行的,如:Until Success, Until Fail等),这种节点的子节点应该是条件节点,条件节点一直检测“视线中是否有敌人”,知道发现敌人为止。 /// 或者 Limit 节点,用于指定某个子节点的最大运行次数 /// 或者 Timer节点,设置了一个计时器,不会立即执行子节点,而是等一段时间,时间到了开始执行子节点 /// 或者 TimerLimit节点,用于指定某个子节点的最长运行时间。 /// 或者 用于产生某个返回状态, /// /summary>
public abstract class Decorator : BTNode {
protected BTNode child;
public Decorator Do(BTNode child) {
this.child = child;
return this;
}
}
/// summary>
/// 顺序节点 (从左到右依次执行所有子节点,只要子节点返回Success就继续执行后续子节点,直到遇到Failure或者Runing, /// 停止后续执行,并把这个节点返回给父节点,只有它的所有子节点都是Success他才会向父节点返回Success) /// /summary>
public class Sequence : Branch {
public override BTState Tick() {
var childstate = children[activeChild].Tick();
switch (childState) {
case BTState.Success: activeChild++;
if (activeChild == children.Count) {
activeChild = 0;
return BTState.Success;
}
else return BTState.Continue;
case BTState.Failure: activeChild = 0;
return BTState.Failure;
case BTState.Continue: return BTState.Continue;
case BTState.Abort: activeChild = 0;
return BTState.Abort;
}
throw new System.Exception("This should never happen, but clearly it has.");
}
}
/// summary>
/// 选择节点从左到右依次执行所有子节点 ,只要遇到failure就继续执行后续子节点,直到遇到一个节点返回Success或Running为止。向父节点返回Success或Running /// 所有子节点都是Fail, 那么向父节点凡湖Fail /// 选择节点 用来在可能的行为集合中选择第一个成功的。 比如一个试图躲避枪击的AI角色, 它可以通过寻找隐蔽点, 或离开危险区域, 或寻找援助等多种方式实现目标。 /// 利用选择节点,他会尝试寻找Cover,失败后在试图逃离危险区域。 /// /summary>
public class Selector : Branch {
public Selector(bool shuffle) {
if (shuffle) {
var n = children.Count;
while (n >
1) {
n--;
var k = Mathf.FloorToInt(Random.value * (n + 1));
var value = children[k];
children[k] = children[n];
children[n] = value;
}
}
}
public override BTState Tick() {
var childState = children[activeChild].Tick();
switch (childState) {
case BTState.Success: activeChild = 0;
return BTState.Success;
case BTState.Failure: activeChild++;
if (activeChild == children.Count) {
activeChild = 0;
return BTState.Failure;
}
else return BTState.Continue;
case BTState.Continue: return BTState.Continue;
case BTState.Abort: activeChild = 0;
return BTState.Abort;
}
throw new System.Exception("This should never happen, but clearly it has.");
}
}
/// summary>
/// 行为节点 调用方法,或运行协程。完成实际工作, 例如播放动画,让角色移动位置,感知敌人,更换武器,播放声音,增加生命值等。 /// /summary>
public class Action : BTNode {
System.Action fn;
System.FuncIEnumeratorBTState>
>
coroutineFactory;
IEnumeratorBTState>
coroutine;
public Action(System.Action fn) {
this.fn = fn;
}
public Action(System.FuncIEnumeratorBTState>
>
coroutineFactory) {
this.coroutineFactory = coroutineFactory;
}
public override BTState Tick() {
if (fn != null) {
fn();
return BTState.Success;
}
else {
if (coroutine == null) coroutine = coroutineFactory();
if (!coroutine.MoveNext()) {
coroutine = null;
return BTState.Success;
}
var result = coroutine.current;
if (result == BTState.Continue) return BTState.Continue;
else {
coroutine = null;
return result;
}
}
}
public override string ToString() {
return "Action : " + fn.Method.ToString();
}
}
/// summary>
/// 条件节点 调用方法,如果方法返回true则返回成功,否则返回失败。 /// 用来测试当前是否满足某些性质或条件,例如“玩家是否在20米之内?”“是否能看到玩家?”“生命值是否大于50?”“弹药是否足够?”等 /// /summary>
public class Condition : BTNode {
public System.Funcbool>
fn;
public Condition(System.Funcbool>
fn) {
this.fn = fn;
}
public override BTState Tick() {
return fn() ? BTState.Success : BTState.Failure;
}
public override string ToString() {
return "Condition : " + fn.Method.ToString();
}
}
/// summary>
/// 当方法为True的时候 尝试执行当前 子节点 /// /summary>
public class ConditionalBranch : Block {
public System.Funcbool>
fn;
bool tested = false;
public ConditionalBranch(System.Funcbool>
fn) {
this.fn = fn;
}
public override BTState Tick() {
if (!tested) {
tested = fn();
}
if (tested) {
// 当前子节点执行完就进入下一个节点(超上限就返回到第一个) var result = base.Tick();
// 没执行完 if (result == BTState.Continue) return BTState.Continue;
else {
tested = false;
// 最后一个子节点执行完,才会为Ture return result;
}
}
else {
return BTState.Failure;
}
}
public override string ToString() {
return "ConditionalBranch : " + fn.Method.ToString();
}
}
/// summary>
/// While节点 只要方法 返回True 就执行所有子节点, 否则返回 Failure /// /summary>
public class While : Block {
public System.Funcbool>
fn;
public While(System.Funcbool>
fn) {
this.fn = fn;
}
public override BTState Tick() {
if (fn()) base.Tick();
else {
//if we exit the loop ResetChildren();
return BTState.Failure;
}
return BTState.Continue;
}
public override string ToString() {
return "While : " + fn.Method.ToString();
}
}
/// summary>
/// 阻塞节点 如果当前子节点是Continue 说明没有执行完,阻塞着,执行完之后在继续它后面的兄弟节点 不管成功失败。 /// 如果当前结点是最后一个节点并执行完毕,说明成功!否则就是处于Continue状态。 /// 几个基本上是抽象节点, 像是让所有子节点都执行一遍, 当前子节点执行完就进入下一个节点(超上限就返回到第一个) /// /summary>
public abstract class Block : Branch {
public override BTState Tick() {
switch (children[activeChild].Tick()) {
case BTState.Continue: return BTState.Continue;
default: activeChild++;
if (activeChild == children.Count) {
activeChild = 0;
return BTState.Success;
}
return BTState.Continue;
}
}
}
public class Root : Block {
public bool isTerminated = false;
public override BTState Tick() {
if (isTerminated) return BTState.Abort;
while (true) {
switch (children[activeChild].Tick()) {
case BTState.Continue: return BTState.Continue;
case BTState.Abort: isTerminated = true;
return BTState.Abort;
default: activeChild++;
if (activeChild == children.Count) {
activeChild = 0;
return BTState.Success;
}
continue;
}
}
}
}
/// summary>
/// 多次运行子节点(一个子节点执行一次就算一次) /// /summary>
public class Repeat : Block {
public int count = 1;
int currentCount = 0;
public Repeat(int count) {
this.count = count;
}
public override BTState Tick() {
if (count >
0 &
&
currentCount count) {
var result = base.Tick();
switch (result) {
case BTState.Continue: return BTState.Continue;
default: currentCount++;
if (currentCount == count) {
currentCount = 0;
return BTState.Success;
}
return BTState.Continue;
}
}
return BTState.Success;
}
public override string ToString() {
return "Repeat Until : " + currentCount + " / " + count;
}
}
/// summary>
/// 随机的顺序 执行子节点 /// /summary>
public class RandomSequence : Block {
int[] m_Weight = null;
int[] m_AddedWeight = null;
/// summary>
/// 每次再次触发时,将选择一个随机子节点 /// /summary>
/// param name="weight">
保留null,以便所有子节点具有相同的权重。 /// 如果权重低于子节点, 则后续子节点的权重都为1/param>
public RandomSequence(int[] weight = null) {
activeChild = -1;
m_Weight = weight;
}
public override Branch OpenBranch(params BTNode[] children) {
m_AddedWeight = new int[children.Length];
for (int i = 0;
i children.Length;
++i) {
int weight = 0;
int previousWeight = 0;
if (m_Weight == null || m_Weight.Length = i) {
//如果没有那个权重, 就将权重 设置为1 weight = 1;
}
else weight = m_Weight[i];
if (i >
0) previousWeight = m_AddedWeight[i - 1];
m_AddedWeight[i] = weight + previousWeight;
}
return base.OpenBranch(children);
}
public override BTState Tick() {
if (activeChild == -1) PickNewChild();
var result = children[activeChild].Tick();
switch (result) {
case BTState.Continue: return BTState.Continue;
default: PickNewChild();
return result;
}
}
void PickNewChild() {
int choice = Random.Range(0, m_AddedWeight[m_AddedWeight.Length - 1]);
for (int i = 0;
i m_AddedWeight.Length;
++i) {
if (choice - m_AddedWeight[i] = 0) {
activeChild = i;
break;
}
}
}
public override string ToString() {
return "Random Sequence : " + activeChild + "/" + children.Count;
}
}
/// summary>
/// 暂停执行几秒钟。 /// /summary>
public class Wait : BTNode {
public float seconds = 0;
float Future = -1;
public Wait(float seconds) {
this.seconds = seconds;
}
public override BTState Tick() {
if (future 0) future = Time.time + seconds;
if (Time.time >
= future) {
future = -1;
return BTState.Success;
}
else return BTState.Continue;
}
public override string ToString() {
return "Wait : " + (future - Time.time) + " / " + seconds;
}
}
/// summary>
/// 设置动画 trigger 参数 /// /summary>
public class Trigger : BTNode {
Animator animator;
int id;
string triggerName;
bool set = true;
//如果 set == false, 则重置trigger而不是设置它。 public Trigger(Animator animator, string name, bool set = true) {
this.id = Animator.StringToHash(name);
this.animator = animator;
this.triggerName = name;
this.set = set;
}
public override BTState Tick() {
if (set) animator.SetTrigger(id);
else animator.ResetTrigger(id);
return BTState.Success;
}
public override string ToString() {
return "Trigger : " + triggerName;
}
}
/// summary>
/// 设置动画 boolean 参数 /// /summary>
public class SetBool : BTNode {
Animator animator;
int id;
bool value;
string triggerName;
public SetBool(Animator animator, string name, bool value) {
this.id = Animator.StringToHash(name);
this.animator = animator;
this.value = value;
this.triggerName = name;
}
public override BTState Tick() {
animator.SetBool(id, value);
return BTState.Success;
}
public override string ToString() {
return "SetBool : " + triggerName + " = " + value.ToString();
}
}
/// summary>
/// 等待animator达到一个状态。 /// /summary>
public class WaitForAnimatorState : BTNode {
Animator animator;
int id;
int layer;
string stateName;
public WaitForAnimatorState(Animator animator, string name, int layer = 0) {
this.id = Animator.StringToHash(name);
if (!animator.HasState(layer, this.id)) {
Debug.LogError("The animator does not have state: " + name);
}
this.animator = animator;
this.layer = layer;
this.stateName = name;
}
public override BTState Tick() {
var state = animator.GetCurrentAnimatorStateInfo(layer);
if (state.fullPathHash == this.id || state.shortNameHash == this.id) return BTState.Success;
return BTState.Continue;
}
public override string ToString() {
return "Wait For State : " + stateName;
}
}
/// summary>
/// 设置 GameObject 的激活状态 /// /summary>
public class SetActive : BTNode {
GameObject gameObject;
bool active;
public SetActive(GameObject gameObject, bool active) {
this.gameObject = gameObject;
this.active = active;
}
public override BTState Tick() {
gameObject.SetActive(this.active);
return BTState.Success;
}
public override string ToString() {
return "Set Active : " + gameObject.name + " = " + active;
}
}
/// summary>
/// 等待animator从SendSignal状态机行为 接收信号。 SendSignal : StateMachineBehaviour /// /summary>
public class WaitForAnimatorSignal : BTNode {
// 进入或退出动画都为 False, 只有执行中为True internal bool isSet = false;
string name;
int id;
public WaitForAnimatorSignal(Animator animator, string name, string state, int layer = 0) {
this.name = name;
this.id = Animator.StringToHash(name);
if (!animator.HasState(layer, this.id)) {
Debug.LogError("The animator does not have state: " + name);
}
else {
SendSignal.Register(animator, name, this);
}
}
public override BTState Tick() {
if (!isSet) return BTState.Continue;
else {
isSet = false;
return BTState.Success;
}
}
public override string ToString() {
return "Wait For Animator Signal : " + name;
}
}
/// summary>
/// 终止节点 切换到中止 状态 /// /summary>
public class Terminate : BTNode {
public override BTState Tick() {
return BTState.Abort;
}
}
/// summary>
/// Log 输出Log 的节点 /// /summary>
public class Log : BTNode {
string msg;
public Log(string msg) {
this.msg = msg;
}
public override BTState Tick() {
Debug.Log(msg);
return BTState.Success;
}
}
}
#if UNITY_EDITORnamespace BTAI{
public interface IBTDebugable {
Root GetAIRoot();
}
}
#endifusing BTAI;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace Gamekit2D{
/// summary>
/// 运行是查看 行为树中所有节点的状态 /// /summary>
public class BTDebug : EditorWindow {
protected BTAI.Root _currentRoot = null;
[MenuItem("Kit Tools/Behaviour Tree Debug")] static void OpenWindow() {
BTDebug btdebug = GetWindowBTDebug>
();
btdebug.Show();
}
private void OnGUI() {
if (!Application.isplaying) {
EditorgUILayout.HelpBox("Only work during play mode.", MessageType.Info);
}
else {
if (_currentRoot == null) FindRoot();
else {
RecursiveTreeParsing(_currentRoot, 0, true);
}
}
}
void Update() {
Repaint();
}
void RecursiveTreeParsing(Branch branch, int indent, bool parentIsActive) {
ListBTNode>
nodes = branch.Children();
for (int i = 0;
i nodes.Count;
++i) {
EditorGUI.indentLevel = indent;
bool isActiveChild = branch.ActiveChild() == i;
GUI.color = (isActiveChild &
&
parentIsActive) ? Color.green : Color.white;
EditorGUILayout.LabelField(nodes[i].ToString());
if (nodes[i] is Branch) RecursiveTreeParsing(nodes[i] as Branch, indent + 1, isActiveChild);
}
}
void FindRoot() {
if (Selection.activeGameObject == null) {
_currentRoot = null;
return;
}
IBTDebugable debugable = Selection.activeGameObject.GetcomponentInChildrenIBTDebugable>
();
if (debugable != null) {
_currentRoot = debugable.GetAIRoot();
}
}
}
}
就是在菜单“Kit Tools/Behaviour Tree Debug" 可以查看TestBT.cs 对象所在行为树
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