自用行为树

自用行为树逻辑,分为权重和顺序

基类

using UnityEngine;
using XXKJ.Project2.Data;
/// <summary>
/// AI接口
/// </summary>
public interface IActorAIHelper
{
    bool Boot { get; set; }

    void AIInit(int id, float stunnedTime, BaseActorBrain bac);
}
/// <summary>
/// 仇恨类
/// </summary>
public class ActorHatred
{
    public ActorHatred(BaseActorBrain tar, int value)
    {
        target = tar;
        Hatred = value;
    }

    public BaseActorBrain target;
    public int Hatred;
}

仇恨基类

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;

public class BaseBattleAIHelper :MonoBehaviour,IActorAIHelper{

    public BaseActorBrain CurTarget;
    public List<ActorHatred> TargetList = new List<ActorHatred>();

    public bool Boot { get { return isOpenAI; } set { isOpenAI = value; } }
    protected bool isOpenAI;
    public void SetHatred(BaseActorBrain tar, int value)
    {
        bool isContain = false;
        for (int i = 0; i < TargetList.Count; i++)
        {
            if (TargetList[i].target == tar)
            {
                TargetList[i].Hatred += value;
                isContain = true;
                break;
            }
        }
        if (!isContain)
        {
            TargetList.Add(new ActorHatred(tar, value));
        }
    }

    public void RemoveHatred(GameObject tar)
    {
        for (int i = 0; i < TargetList.Count; i++)
        {
            if (TargetList[i].target == tar)
            {
                TargetList.RemoveAt(i);
            }
        }
    }

    public void UpdateHatredList()
    {

        for (int i = TargetList.Count-1; i>=0 ; i--) {
            if (TargetList[i].target == null || TargetList[i].target.CurFSMState.ID == FSMStateID.DEAD||!TargetList[i].target.gameObject.activeInHierarchy) {
                TargetList.RemoveAt (i);
            }
        }
        if (TargetList.Count == 0) {
            CurTarget = null;
            return;
        }
        TargetList.Sort(HatredCompare);
        CurTarget = TargetList[0].target;
    }

    public int HatredCompare(ActorHatred a, ActorHatred b)
    {
        if (a.Hatred > b.Hatred)
            return 1;
        else if (a.Hatred < b.Hatred)
            return -1;
        float aDis = Vector3.Distance(a.target.transform.position, transform.position);
        float bDis = Vector3.Distance(b.target.transform.position, transform.position);
        if (aDis > bDis)
        {
            return 1;
        }
        else if (bDis > aDis)
        {
            return -1;
        }
        return 0;
    }

    public virtual void AIInit (int id, float stunnedTime, BaseActorBrain bac)
    {
      
    }
}

行为节点基类

/// <summary>
/// Behavior Tree
/// </summary>

using UnityEngine;

///basenode
public class BaseNode  {
    //父节点
    public BaseNode  mParentNode;
    //子节点
    public BaseNode[] mChildNodeList;
    //内在前提
    protected virtual bool _DoEvaluate (BevTreeInput bti) {
        return true;
    }
    //外在前提
    protected BaseNodePrecondition mo_NodePrecondition;
    public bool Evaluate (BevTreeInput bti) {
        return (mo_NodePrecondition == null || mo_NodePrecondition.ExternalCondition(bti)) && _DoEvaluate (bti);
    }

    public virtual BevTreeOutput GetConclusion (BevTreeInput bti) {
        return default(BevTreeOutput);
    }
   
}


//前提
public class BaseNodePrecondition {
    public virtual bool ExternalCondition (BevTreeInput bti) {
        return true;
    }
}


//输入
public class BevTreeInput {
    public BaseBeing self;
    public int[] CanCastSKill;
    public int weaponType;
    public int skillStep;
    public Transform CurTar;
    public float TargetDisX;
    public float TargetDisZ;
}

//输出
public struct BevTreeOutput {
    public FSMEvent OutputEv;
}

//行为树基类

using UnityEngine;
using System.Collections;

public class BaseAIBevTreeControl{
    protected BaseNode Root;

    public BaseAIBevTreeControl () {
      
    }

    public FSMEvent GetResult (BevTreeInput bti) {
        if (Root.Evaluate (bti)) {
            return Root.GetConclusion (bti).OutputEv;
        }
        return null;
    }

}

///行为树基类,行为不都传了,参考一下即可

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using XXKJ.Project2.Data;

public class PlayerBevTreeControl : BaseAIBevTreeControl
{

    public PlayerBevTreeControl(int weaponType, List<ActorSkillInfo> skillInfo)
    {
        //根节点
        Root = new OrderControlNode();
        //二级节点
        BaseControlNode attackNode = new OrderControlNode();
        BaseControlNode moveNode = new WeightControlNode(90,10);
        BaseControlNode rightMoveNode = new OrderControlNode();
        //三级
        BaseControlNode runNode = new OrderControlNode();
        BaseControlNode otherNode = new WeightControlNode(100);

        行为节点
        BaseActionNode idle = new PlayerIdleANode();

        //技能
        PlayerAI_Ex ai = DataManager.GetInstance().ExcelObjectByID<PlayerAI_Ex>(weaponType);
        BaseActionNode forward = new PlayerRunForwardANode(ai);
        BaseActionNode right = new PlayerRightRunANode(ai);
        string[] skillIDArr = ai.SkillList.Split('|');
        int[] skillArr = new int[skillIDArr.Length];
        for (int i = 0; i < skillIDArr.Length; i++)
        {
            skillArr[i] = int.Parse(skillIDArr[i]);
        }
        List<ActorSkillInfo> skillList = new List<ActorSkillInfo>();
        if (skillInfo.Count > 0)
        {
            for (int i = 0; i < skillArr.Length; i++)
            {
                for (int j = 0; j < skillInfo.Count; j++)
                {
                    if (skillInfo[j].btnIndex == skillArr[i])
                    {
                        skillList.Add(skillInfo[j]);
                    }
                }
            }
        }
        BaseActionNode skills = new PlayerSkillANode(skillList, ai);
        skills.mParentNode = attackNode;

        //绑定关系
        Root.mChildNodeList = new BaseNode[3] { attackNode, moveNode, rightMoveNode };
        attackNode.mChildNodeList = new BaseNode[1] { skills };
        moveNode.mParentNode = rightMoveNode.mParentNode = attackNode.mParentNode = Root;
        rightMoveNode.mChildNodeList = new BaseNode[1] { right };
        right.mParentNode = rightMoveNode;
        //移动
        moveNode.mChildNodeList = new BaseNode[2] { runNode, otherNode };
        runNode.mParentNode = otherNode.mParentNode = moveNode;

        runNode.mChildNodeList = new BaseNode[1] { forward};
        forward.mParentNode = runNode;

        otherNode.mChildNodeList = new BaseNode[1] { idle };
        idle.mParentNode = otherNode;
        //
    }
}

行为节点基类

using UnityEngine;
using System.Collections;

public class BaseActionNode : BaseNode {

}

行为节点基类2

using UnityEngine;
using System.Collections;

public class BaseControlNode : BaseNode {

 
}

//其中一个具体行为

using UnityEngine;
using XXKJ.Project2.Data;
using System.Collections;

public class PlayerRightRunANode : BaseActionNode
{
    PlayerAI_Ex info;
    public PlayerRightRunANode(PlayerAI_Ex _info)
    {
        info = _info;
    }
    protected override bool _DoEvaluate(BevTreeInput bti)
    {
        bool isCancast = false;
        if (bti.weaponType == info.ID && bti.CurTar == null)
        {
            isCancast = true;
        }
        return isCancast;
    }
    public override BevTreeOutput GetConclusion(BevTreeInput bti)
    {
        FSMEvent eve = new FSMEvent();
        eve.eventType = Transition.JoyStick;
        eve.subType = SubTransition.Move;
        eve.OperEnum = OperatorEnum.Fit;
        eve.param1 = 0;
        eve.objParam = new Vector2(1,0);
        BevTreeOutput re = new BevTreeOutput();
        re.OutputEv = eve;
        return re;
    }

}




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