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C#/基于Unity 行为树的实现步骤【纯代码】

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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();
    }
}
    #endif
using 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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