【Unity】NodeCavans使用指南

NodeCavans使用指南

插件下载地址:https://nodecanvas.paradoxnotion.com/

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在行为树的每次更新(称为 Tick)时,它首先执行第一个节点。然后,该节点将执行一项小任务并返回其状态,成功、 失败或 尚未决定,这意味着正在运行。
叶节点:叶节点没有子节点,它们是行为树标记的最终目的地,因此它们的名字。最常见的叶子节点要么检查一个条件;要么检查一个条件。游戏状态,或执行动作,改变游戏状态。
复合结点:复合节点主要用于确定行为的流程,例如控制将执行哪些叶节点或以什么顺序执行。
装饰器节点:为了以某种方式改变它们唯一的子节点的功能,如循环。

节点状态参考:
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The complete Visual Behaviour Authoring framework for Unity, empowering you to create advanced AI Behaviours and Logic, including three separate, fully featured, yet seamlessly interchangeable modules for you to choose and easily add in your game: • Behaviour Trees • Hierarchical State Machines • Dialogue Trees NodeCanvas is a production ready framework used by many awesome games including Kim, Pamela, Hurtworld, Shroud of the Avatar, Kingdom and Ghost of a Tale. [Games Showcase] Feature Highlights ------------------------------------- • Choose the right tool for the task at hand. • Design reactive Behaviour Trees and Hierarchical State Machines within an intuitive, designer friendly visual node editor: (Full Undo/Redo, Zoom In/Out, Multi-selection, Duplication, Copy/Pasting, JSON Import/Export, Groups, Comments and more) • Use local & global variables of any type, visually or in code, for creating reusable and actor-oriented, parametric behaviours, optionally saving and loading those variables between gaming sessions. • Data Bind variables with any component property of any type directly. • Sync variables automatically over the network using UNET, for creating multiplayer games. • Visually Debug behaviours with realtime, colorful and informative runtime debugging. • Live Edit everything while in play mode to perfectly understand your design goals and how to achieve them. • Utilize any existing code directly with advanced and extremely fast Reflection Tasks, automatically integrating Unity's and 3rd Party asset APIs. • Work with Lists/Arrays, Enums, Interfaces and pretty much ANY Variable Type you need out-of-the-box. • React to world changes and transfer data using the built-in Event System. • Reuse and Bind made behaviours among any number of different agents. • Organize your designs using Behaviour Sub-Trees and Sub-State Machines. • Extend NodeCanvas Framework to create your own Actions, Conditions, Nodes or even completely new modules with the e
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