对于创建AI,需要两个东西,一个是BehaviorTree,一个是Blackboard。
BehaviorTree是管理AI行为的,例如寻找、攻击、行走等,Blackboard是管理数据的,例如AI的目标,行走范围,速度等。
首先创建这两个对象。
起两个好记的名字即可。
打开行为树(BehaviorTree),加载Blackboard。
再选择到Blackboard上,创建一个变量,取名为Target,变量类型为Object,base设置为Actor。
创建一个继承自AIController类的C++类。
1 // Fill out your copyright notice in the Description page of Project Settings.
2
3 #pragma once
4
5 #include "CoreMinimal.h"
6 #include "AIController.h"
7 #include "BehaviorTree\BehaviorTreeComponent.h"
8 #include "BehaviorTree\BlackboardComponent.h"
9
14
15 #include "BehaviorTree\Blackboard\BlackboardKeyAllTypes.h"
16 #include "MyAIController.generated.h"
17
18 /**
19 *
20 */
21 UCLASS()
22 class AI_FIRST_API AMyAIController : public AAIController
23 {
24 GENERATED_BODY()
25
26 public:
27 AMyAIController();
28 void OnPossess(APawn* possesPawn);
29
30
31 private:
32 class UBehaviorTreeComponent* MyTree;
33 class UBlackboardComponent* myBoard;
34 FBlackboard::FKey target;
35 };
UBehaviorTreeComponent与UBlackboardComponent将用于读取AI中的行为树和黑板对象。
FBlackboard::FKey定义的变量target是用于链接黑板上刚才定义的变量Target的。
1 // Fill out your copyright notice in the Description page of Project Settings.
2
3
4 #include "MyAIController.h"
5 #include "MyEnemy.h"
6
7 AMyAIController::AMyAIController() {
8 MyTree = CreateDefaultSubobject<UBehaviorTreeComponent>("MyTree");
9 myBoard = CreateDefaultSubobject<UBlackboardComponent>("myBoard");
10 }
11
17
18 void AMyAIController::OnPossess(APawn* possesPawn) { //之前的Possess方法已经废弃,查过API之后,用OnPossess方法替代。
19 Super::OnPossess(possesPawn);
20
21 AMyEnemy* enemy = Cast<AMyEnemy>(possesPawn); //将控制器控制的AI转为AMyEnemy类。
22
23 if (enemy && enemy->settingTree) {
24 myBoard->InitializeBlackboard(*enemy->settingTree->BlackboardAsset); //初始化AI中的黑板,黑板是在行为树中的。
25 target = myBoard->GetKeyID("Target"); //获得黑板上的变量
26 MyTree->StartTree(*enemy->settingTree); //开始运行行为树
27 }
28 }
1 // Fill out your copyright notice in the Description page of Project Settings.
2
3 #pragma once
4
5 #include "CoreMinimal.h"
6
11
12 #include "GameFramework/Character.h"
13 #include "BehaviorTree/BehaviorTree.h"
14 #include "MyEnemy.generated.h"
15
16 UCLASS()
17 class AI_FIRST_API AMyEnemy : public ACharacter
18 {
19 GENERATED_BODY()
20
21 public:
22 // Sets default values for this character's properties
23 AMyEnemy();
24
25 protected:
26 // Called when the game starts or when spawned
27 virtual void BeginPlay() override;
28
29 public:
30 // Called every frame
31 virtual void Tick(float DeltaTime) override;
32
33 // Called to bind functionality to input
34 virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
35 public:
36 UPROPERTY(EditAnywhere, BlueprintReadWrite)
37 class UBehaviorTree* settingTree;
38 };
上面是创建的AI类,也就是敌人类,继承与Character类,起名为AMyEnemy类。
1 // Fill out your copyright notice in the Description page of Project Settings.
2
3
4 #include "MyEnemy.h"
10 AMyEnemy::AMyEnemy()
11 {
12 // Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
13 PrimaryActorTick.bCanEverTick = true;
14
15 }
16
17 // Called when the game starts or when spawned
18 void AMyEnemy::BeginPlay()
19 {
20 Super::BeginPlay();
21
22 }
23
24 // Called every frame
25 void AMyEnemy::Tick(float DeltaTime)
26 {
27 Super::Tick(DeltaTime);
28
29 }
30
31 // Called to bind functionality to input
32 void AMyEnemy::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
33 {
34 Super::SetupPlayerInputComponent(PlayerInputComponent);
35
36 }
在AMyEnemy蓝图中加载行为树,编译运行。
效果如下: