8 Commits
0.1.0 ... 0.1.3

Author SHA1 Message Date
gongxh
99ba5a210b 发布0.1.3版本,修改节点基类的注释 2025-10-14 17:08:01 +08:00
gongxh
05b5c7fad5 修改文档 2025-09-29 10:14:04 +08:00
gongxh
260a8badae 行为树详细介绍的文档 2025-09-28 18:43:59 +08:00
gongxh
11e6b06b24 格式修改 2025-09-23 16:42:25 +08:00
gongxh
80a2438f6e 更新文档 2025-09-23 16:07:04 +08:00
gongxh
50e29feeb8 行为树节点参数添加复合类型参数,更新demo 2025-09-18 22:56:35 +08:00
gongxh
f60bf869a1 修改内置节点的描述信息 2025-09-18 16:49:59 +08:00
gongxh
eb6934ce6a 重新导出行为树配置 2025-10-06 11:15:33 +08:00
55 changed files with 5268 additions and 753 deletions

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INTRODUCE.md Normal file

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README.md
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@@ -1,15 +1,34 @@
# 行为树 # 行为树
> 一个简洁、高效的 TypeScript 行为树库。遵循"好品味"设计原则:简单数据结构,消除特殊情况,直接暴露问题。
[![npm version](https://badge.fury.io/js/kunpocc-behaviortree.svg)](https://badge.fury.io/js/kunpocc-behaviortree) [![npm version](https://badge.fury.io/js/kunpocc-behaviortree.svg)](https://badge.fury.io/js/kunpocc-behaviortree)
[![License: ISC](https://img.shields.io/badge/License-ISC-blue.svg)](https://opensource.org/licenses/ISC) [![License: ISC](https://img.shields.io/badge/License-ISC-blue.svg)](https://opensource.org/licenses/ISC)
一个简洁、高效的 TypeScript 行为树库。
该库无任何依赖理论上可用于所有js、ts项目。
作者主要使用此库作为游戏AI的实现。
## 什么是行为树
行为树Behavior Tree是一种用于描述和控制复杂行为逻辑的数据结构最初在游戏AI领域大放异彩现在已经广泛应用于机器人控制、自动化系统等领域。它简单、直观、可扩展是真正解决实际问题的好工具。
行为树本质上是一个**有向无环图**,用树状结构来组织和执行行为逻辑。每个节点代表一个行为或决策,通过父子关系形成层次化的控制流。
* 如果你从来没接触过行为树,可以看下这篇文章
[行为树逻辑详解](./docs/BehaviorTree.md)
## 可视化编辑器
[下载地址:https://store.cocos.com/app/detail/8201](https://store.cocos.com/app/detail/8201)
查看详情: [编辑器文档](./docs/USED.md)
![image](./image/bt-gui.png)
## 特性 ## 特性
- 🎯 **简洁设计**: 零废话,直接解决问题
- 🔧 **类型安全**: 完整 TypeScript 支持 - 🔧 **类型安全**: 完整 TypeScript 支持
- 🚀 **高性能**: 优化的执行机制,最小开销
- 📦 **零依赖**: 纯净实现,无第三方依赖 - 📦 **零依赖**: 纯净实现,无第三方依赖
- 🔄 **状态管理**: 分层黑板系统,数据隔离清晰 - 🔄 **状态管理**: 分层黑板系统,数据隔离清晰
@@ -21,17 +40,13 @@
npm install kunpocc-behaviortree npm install kunpocc-behaviortree
``` ```
#### 内置demo #### 内置demo (基于cocos creator 3.8.6)
项目根目录下的 `bt-demo`文件夹 项目根目录下的 `bt-demo`文件夹
demo是基于`cocos creator3.8.6`制作的
## 核心概念 ## 核心概念
### 状态类型 #### 状态类型
```typescript ```typescript
enum Status { enum Status {
SUCCESS, // 成功 SUCCESS, // 成功
@@ -40,30 +55,13 @@ enum Status {
} }
``` ```
### 节点类型 #### 节点类型
- **组合节点**: 包含多个子节点 (Composite) - **组合节点**: 包含多个子节点 (Composite)
- **装饰节点**: 有且只有一个子节点Decorator - **装饰节点**: 有且只有一个子节点Decorator
- **叶子节点**: 不能包含子节点 (LeafNode) - **叶子节点**: 不能包含子节点 (LeafNode)
- **条件节点**: 特殊的叶子节点 (Condition) - **条件节点**: 特殊的叶子节点 (Condition)
## 装饰器
> **自行实现的节点,通过装饰器把数据暴露给行为树编辑器**
##### ClassAction - 行为节点装饰器
##### ClassCondition - 条件节点装饰器
##### ClassComposite - 组合节点装饰器
##### ClassDecorator - 装饰节点装饰器
##### prop - 属性装饰器
## 内置节点 ## 内置节点
### 组合节点 (Composite) ### 组合节点 (Composite)
@@ -75,14 +73,14 @@ enum Status {
* 按顺序执行子节点执行过程中子节点返回非SUCCESS则返回子节点状态全部成功返回SUCCESS * 按顺序执行子节点执行过程中子节点返回非SUCCESS则返回子节点状态全部成功返回SUCCESS
##### Parallel - 并行节点 ##### Parallel - 并行节点
* 执行所有子节点,全部成功才成功 * 依次执行所有子节点(从左到右),全部成功才成功
* 并不是真正的并行,也有执行顺序 * 注意:这里的"并行"是逻辑概念,实际是顺序执行
##### RandomSelector - 随机选择节点 ##### RandomSelector - 随机选择节点
* 随机选择一个子节点执行 * 随机选择一个子节点执行
##### ParallelAnySuccess - 并行任一成功 ##### ParallelAnySuccess - 并行任一成功
* 同时执行所有子节点,任一成功就成功 * 依次执行所有子节点(从左到右),任一成功就成功
@@ -136,6 +134,8 @@ enum Status {
##### WaitTime - 时间等待节点 ##### WaitTime - 时间等待节点
### 条件节点 (Condition) ### 条件节点 (Condition)
##### Condition - 条件节点基类 ##### Condition - 条件节点基类
@@ -154,36 +154,68 @@ enum Status {
## 黑板系统 ## 黑板系统
黑板系统提供分层数据存储,支持数据隔离和查找链: ### 黑板系统的作用
黑板系统Blackboard System是行为树中的数据共享中心类似于传统 AI 系统中的黑板概念。它解决了行为树中节点间数据传递和状态共享的核心问题:
- **数据传递**:在不同节点间传递运行时数据
- **状态管理**:维护游戏对象的状态信息
- **解耦设计**:避免节点间直接依赖,提高代码可维护性
- **上下文感知**:让节点能够感知周围环境和历史状态
### 数据隔离层次
黑板系统采用三层数据隔离设计,形成清晰的数据作用域:
#### 1. 本地数据Node Level
- **作用域**:当前节点可见
- **生命周期**:随节点创建和销毁
- **用途**:节点内部状态、临时变量、私有数据
#### 2. 树级数据Tree Level
- **作用域**:整棵行为树内所有节点可见
- **生命周期**:随行为树创建和销毁
- **用途**:树内节点间共享的状态、任务进度、策略参数
#### 3. 全局数据Global Level
- **作用域**:所有行为树实例可见
- **生命周期**:应用程序生命周期
- **用途**:全局配置、静态数据、跨树共享状态
### 黑板的使用
```typescript ```typescript
// 在节点中使用黑板 import * as BT from "kunpocc-behaviortree";
new Action((node) => {
// 直接获取实体 // 设置全局数据 所有行为树实例可见
const entity = node.getEntity<Character>(); BT.globalBlackboard.set("playerPosition", {x: 100, y: 100});
// 本地数据(仅当前节点可见) // 在节点中使用黑板数据
node.set('local_count', 1); export class BTAction extends BT.LeafNode {
const count = node.get<number>('local_count'); public tick(): BT.Status {
// 获取全局数据
// 树级数据(整棵树可见) const playerPosition = this.getGlobal<{x: number, y: number}>("playerPosition");
node.setRoot('tree_data', 'shared'); console.log(playerPosition);
const shared = node.getRoot<string>('tree_data');
// 设置树级数据
// 全局数据(所有树可见) this.setRoot("isDead", true);
node.setGlobal('global_config', config);
const config = node.getGlobal<Config>('global_config'); // 获取树级数据
const isDead = this.getRoot<boolean>("isDead");
return Status.SUCCESS; console.log(isDead);
})
// 设置节点数据
this.set<boolean>("finished", true);
// 获取节点数据
const finished = this.get<boolean>("finished");
console.log(finished);
return BT.Status.SUCCESS;
}
}
``` ```
## 许可证
ISC License - 详见 [LICENSE](LICENSE) 文件
## 贡献 ## 贡献
欢迎提交 Issue 和 Pull Request。请确保 欢迎提交 Issue 和 Pull Request。请确保

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"_id": "12O/ljcVlEqLmVm3U2gEOQ" "_id": "12O/ljcVlEqLmVm3U2gEOQ"
@@ -516,12 +481,7 @@
"instance": null, "instance": null,
"targetOverrides": [ "targetOverrides": [
{ {
"__id__": 23 "__id__": 15
}
],
"nestedPrefabInstanceRoots": [
{
"__id__": 8
} }
] ]
}, },
@@ -534,11 +494,9 @@
"propertyPath": [ "propertyPath": [
"skeleton" "skeleton"
], ],
"target": { "target": null,
"__id__": 8
},
"targetInfo": { "targetInfo": {
"__id__": 24 "__id__": 16
} }
}, },
{ {
@@ -550,28 +508,28 @@
{ {
"__type__": "cc.SceneGlobals", "__type__": "cc.SceneGlobals",
"ambient": { "ambient": {
"__id__": 26 "__id__": 18
}, },
"shadows": { "shadows": {
"__id__": 27 "__id__": 19
}, },
"_skybox": { "_skybox": {
"__id__": 28 "__id__": 20
}, },
"fog": { "fog": {
"__id__": 29 "__id__": 21
}, },
"octree": { "octree": {
"__id__": 30 "__id__": 22
}, },
"skin": { "skin": {
"__id__": 31 "__id__": 23
}, },
"lightProbeInfo": { "lightProbeInfo": {
"__id__": 32 "__id__": 24
}, },
"postSettings": { "postSettings": {
"__id__": 33 "__id__": 25
}, },
"bakedWithStationaryMainLight": false, "bakedWithStationaryMainLight": false,
"bakedWithHighpLightmap": false "bakedWithHighpLightmap": false

View File

@@ -47,14 +47,60 @@ export class BTAnimation extends BT.LeafNode {
} }
/** 条件节点 */ /** 条件节点 */
@BT.ClassCondition("BTConditionRandom", { name: "随机条件节点", group: "基础条件节点", desc: "随机0-1的值于设置值返回成功,否则返回失败" }) @BT.ClassCondition("BTConditionRandom", { name: "随机条件节点", group: "基础条件节点", desc: "随机0-1的值于设置值返回成功,否则返回失败" })
export class BTConditionRandom extends BT.Condition { export class BTConditionRandom extends BT.Condition {
@BT.prop({ type: BT.ParamType.float, description: "值", defaultValue: 0.5 }) @BT.prop({ type: BT.ParamType.float, description: "值", defaultValue: 0.5 })
private _value: number = 0.5; private _value: number = 0.5;
public isEligible(): boolean { public isEligible(): boolean {
return Math.random() > this._value; return Math.random() < this._value;
}
}
/************************ 下方是几个编辑器中测试用的节点,删除即可 *************************/
@BT.ClassAction("BTTestNode2", { name: "空行为节点", group: "测试", desc: "测试节点" })
export class BTTestNode2 extends BT.LeafNode {
public tick(): BT.Status {
return BT.Status.SUCCESS;
}
}
@BT.ClassAction("BTTestNode", { name: "嵌套数据测试节点", group: "测试", desc: "测试节点" })
export class BTTestNode extends BT.LeafNode {
@BT.prop({
type: BT.ParamType.object,
properties: {
x: { type: BT.ParamType.int, min: 0 },
y: { type: BT.ParamType.int, min: 0 }
}
})
position: { x: number, y: number };
// 对象数组参数
@BT.prop({
type: BT.ParamType.array,
itemType: BT.ParamType.object,
itemProperties: {
name: { type: BT.ParamType.string },
value: { type: BT.ParamType.int }
}
})
configs: Array<{ name: string, value: number }>;
public tick(): BT.Status {
return BT.Status.SUCCESS;
}
}
/** 条件节点 */
@BT.ClassCondition("BTConditionTest", { name: "测试条件节点", group: "基础条件节点", desc: "" })
export class BTConditionRandomTest extends BT.Condition {
public isEligible(): boolean {
return true;
} }
} }

View File

@@ -1,73 +0,0 @@
interface Math {
/**
* 限制值
* @param value 当前值
* @param min 最小值
* @param max 最大值
*/
clampf(value: number, min: number, max: number): number;
/**
* 随机从 min 到 max 的整数(包含min和max)
* @param min
* @param max
*/
rand(min: number, max: number): number;
/**
* 随机从 min 到 max的数
* @param min
* @param max
*/
randRange(min: number, max: number): number;
/**
* 角度转弧度
* @param angle 角度
*/
rad(angle: number): number;
/**
* 弧度转角度
* @param radian 弧度
*/
deg(radian: number): number;
/**
* 数值平滑渐变
* @param num1
* @param num2
* @param elapsedTime
* @param responseTime
*/
smooth(num1: number, num2: number, elapsedTime: number, responseTime: number): number;
}
Math.clampf = function (value: number, min: number, max: number): number {
return Math.min(Math.max(value, min), max);
};
Math.rand = function (min: number, max: number): number {
return Math.floor(Math.random() * (max - min + 1) + min);
};
Math.randRange = function (min: number, max: number): number {
return Math.random() * (max - min) + min;
};
Math.rad = function (angle: number): number {
return (angle * Math.PI) / 180;
};
Math.deg = function (radian: number): number {
return (radian * 180) / Math.PI;
};
Math.smooth = function (num1: number, num2: number, elapsedTime: number, responseTime: number): number {
let out: number = num1;
if (elapsedTime > 0) {
out = out + (num2 - num1) * (elapsedTime / (elapsedTime + responseTime));
}
return out;
};

View File

@@ -1,9 +0,0 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "a336ce23-5d73-4280-b2e9-084389a3877e",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -1,6 +1,6 @@
{ {
"name": "bt-tree1", "name": "bt-tree1",
"description": "", "description": "行为树描述\n",
"nodes": [ "nodes": [
{ {
"id": "1759488688188_qejfcso50", "id": "1759488688188_qejfcso50",
@@ -8,13 +8,13 @@
"name": "选择节点", "name": "选择节点",
"position": { "position": {
"x": -60, "x": -60,
"y": -200 "y": -220
}, },
"parameters": {}, "parameters": {},
"children": [ "children": [
"1759488707759_2bmdm1fqt",
"1759488725107_v8u160t95", "1759488725107_v8u160t95",
"1759488737637_axpz9aqaz", "1759488737637_axpz9aqaz",
"1759488707759_2bmdm1fqt",
"1759482034741_cf3mqaqdj" "1759482034741_cf3mqaqdj"
], ],
"alias": "根节点" "alias": "根节点"
@@ -24,8 +24,8 @@
"className": "LimitTime", "className": "LimitTime",
"name": "时间限制器", "name": "时间限制器",
"position": { "position": {
"x": -40, "x": -60,
"y": 40 "y": -40
}, },
"parameters": { "parameters": {
"_max": 2 "_max": 2
@@ -39,8 +39,8 @@
"className": "LimitTime", "className": "LimitTime",
"name": "时间限制器", "name": "时间限制器",
"position": { "position": {
"x": -360, "x": -340,
"y": 40 "y": -40
}, },
"parameters": { "parameters": {
"_max": 2 "_max": 2
@@ -54,8 +54,8 @@
"className": "BTAnimation", "className": "BTAnimation",
"name": "播放动画", "name": "播放动画",
"position": { "position": {
"x": -360, "x": -340,
"y": 160 "y": 40
}, },
"parameters": { "parameters": {
"_name": "walk", "_name": "walk",
@@ -68,22 +68,23 @@
"className": "BTAnimation", "className": "BTAnimation",
"name": "播放动画", "name": "播放动画",
"position": { "position": {
"x": -40, "x": -60,
"y": 160 "y": 40
}, },
"parameters": { "parameters": {
"_name": "run", "_name": "run",
"_loop": true "_loop": true
}, },
"children": [] "children": [],
"alias": "奔跑动画"
}, },
{ {
"id": "1758089757615_dp9tw9ka1", "id": "1758089757615_dp9tw9ka1",
"className": "BTAnimation", "className": "BTAnimation",
"name": "播放动画", "name": "播放动画",
"position": { "position": {
"x": 260, "x": 220,
"y": 40 "y": -60
}, },
"parameters": { "parameters": {
"_name": "jump", "_name": "jump",
@@ -96,8 +97,8 @@
"className": "BTAnimation", "className": "BTAnimation",
"name": "播放动画", "name": "播放动画",
"position": { "position": {
"x": 420, "x": 360,
"y": 40 "y": -60
}, },
"parameters": { "parameters": {
"_name": "idle", "_name": "idle",
@@ -110,8 +111,8 @@
"className": "BTConditionRandom", "className": "BTConditionRandom",
"name": "随机条件节点", "name": "随机条件节点",
"position": { "position": {
"x": -520, "x": -480,
"y": 40 "y": -60
}, },
"parameters": { "parameters": {
"_value": 0.3 "_value": 0.3
@@ -124,7 +125,7 @@
"name": "随机条件节点", "name": "随机条件节点",
"position": { "position": {
"x": -200, "x": -200,
"y": 40 "y": -60
}, },
"parameters": { "parameters": {
"_value": 0.4 "_value": 0.4
@@ -136,8 +137,8 @@
"className": "BTConditionRandom", "className": "BTConditionRandom",
"name": "随机条件节点", "name": "随机条件节点",
"position": { "position": {
"x": 120, "x": 80,
"y": 40 "y": -60
}, },
"parameters": { "parameters": {
"_value": 0.3 "_value": 0.3
@@ -149,11 +150,11 @@
"className": "LimitTime", "className": "LimitTime",
"name": "时间限制器", "name": "时间限制器",
"position": { "position": {
"x": 420, "x": 360,
"y": -80 "y": -140
}, },
"parameters": { "parameters": {
"_max": 3 "_max": 2
}, },
"children": [ "children": [
"1759478407706_w30m4btux" "1759478407706_w30m4btux"
@@ -165,15 +166,15 @@
"className": "Sequence", "className": "Sequence",
"name": "顺序节点", "name": "顺序节点",
"position": { "position": {
"x": -440, "x": -400,
"y": -80 "y": -120
}, },
"parameters": {}, "parameters": {},
"children": [ "children": [
"1759481172259_xou25wj2n", "1759481172259_xou25wj2n",
"1759479295671_jflit2ek8" "1759479295671_jflit2ek8"
], ],
"alias": "行走动画分支" "alias": "行走顺序节点"
}, },
{ {
"id": "1759488725107_v8u160t95", "id": "1759488725107_v8u160t95",
@@ -181,29 +182,29 @@
"name": "顺序节点", "name": "顺序节点",
"position": { "position": {
"x": -120, "x": -120,
"y": -80 "y": -120
}, },
"parameters": {}, "parameters": {},
"children": [ "children": [
"1759481282875_5orqavi5y", "1759481282875_5orqavi5y",
"1759479318405_bptb8ltcp" "1759479318405_bptb8ltcp"
], ],
"alias": "奔跑动画分支" "alias": "奔跑顺序节点"
}, },
{ {
"id": "1759488737637_axpz9aqaz", "id": "1759488737637_axpz9aqaz",
"className": "Sequence", "className": "Sequence",
"name": "顺序节点", "name": "顺序节点",
"position": { "position": {
"x": 180, "x": 160,
"y": -80 "y": -120
}, },
"parameters": {}, "parameters": {},
"children": [ "children": [
"1759481307863_ja6q4q9bz", "1759481307863_ja6q4q9bz",
"1758089757615_dp9tw9ka1" "1758089757615_dp9tw9ka1"
], ],
"alias": "跳跃动画分支" "alias": "跳跃顺序节点"
} }
], ],
"connections": [ "connections": [
@@ -298,5 +299,10 @@
"sourcePointType": "child", "sourcePointType": "child",
"targetPointType": "parent" "targetPointType": "parent"
} }
] ],
"canvasScale": 1.25,
"canvasOffset": {
"x": 723,
"y": 600.875
}
} }

View File

@@ -3,37 +3,193 @@
"description": "", "description": "",
"nodes": [ "nodes": [
{ {
"id": "1757930589538_qisfksbwz", "id": "1758972524240_4ockrv5jo",
"className": "MemSequence",
"name": "记忆顺序节点",
"position": {
"x": -60,
"y": -280
},
"parameters": {},
"children": [
"1758090634327_mf36nwkdt"
]
},
{
"id": "1758090634327_mf36nwkdt",
"className": "Selector", "className": "Selector",
"name": "选择节点", "name": "选择节点",
"position": { "position": {
"x": 20, "x": -60,
"y": -80 "y": -220
}, },
"parameters": {}, "parameters": {},
"children": [
"1758972608716_o2uai5dp8",
"1758972550481_0iq7imml9",
"1758972698829_wxfe7ut33"
]
},
{
"id": "1758889921667_sjwxkfjs7",
"className": "BTAnimation",
"name": "播放动画",
"position": {
"x": 80,
"y": -60
},
"parameters": {
"_name": "jump",
"_loop": false
},
"children": [] "children": []
},
{
"id": "1758889925476_dcyjc7a4o",
"className": "BTAnimation",
"name": "播放动画",
"position": {
"x": 220,
"y": -60
},
"parameters": {
"_name": "idle",
"_loop": true
},
"children": []
},
{
"id": "1758972550481_0iq7imml9",
"className": "Sequence",
"name": "顺序节点",
"position": {
"x": 20,
"y": -120
},
"parameters": {},
"children": [
"1758972573109_fxt7magur",
"1758889921667_sjwxkfjs7"
]
},
{
"id": "1758972573109_fxt7magur",
"className": "BTConditionRandom",
"name": "随机条件节点",
"position": {
"x": -60,
"y": -60
},
"parameters": {
"_value": 0.5
},
"children": []
},
{
"id": "1758972608716_o2uai5dp8",
"className": "Sequence",
"name": "顺序节点",
"position": {
"x": -260,
"y": -120
},
"parameters": {},
"children": [
"1758972608716_ivq9o10bi",
"1758972608716_zmw9ep5n3"
]
},
{
"id": "1758972608716_ivq9o10bi",
"className": "BTConditionRandom",
"name": "随机条件节点",
"position": {
"x": -340,
"y": -60
},
"parameters": {
"_value": 0.5
},
"children": []
},
{
"id": "1758972608716_zmw9ep5n3",
"className": "BTAnimation",
"name": "播放动画",
"position": {
"x": -200,
"y": -60
},
"parameters": {
"_name": "jump",
"_loop": false
},
"children": []
},
{
"id": "1758972698829_wxfe7ut33",
"className": "LimitTime",
"name": "时间限制节点",
"position": {
"x": 220,
"y": -140
},
"parameters": {
"_max": 2
},
"children": [
"1758889925476_dcyjc7a4o"
]
} }
], ],
"connections": [ "connections": [
{ {
"id": "conn_1758090635620_zajj5r8g0", "id": "conn_1758972580886_zykcbl2vk",
"sourceNodeId": "1757930589538_qisfksbwz", "sourceNodeId": "1758972550481_0iq7imml9",
"targetNodeId": "1758090634327_mf36nwkdt", "targetNodeId": "1758972573109_fxt7magur",
"sourcePointType": "child",
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"sourceNodeId": "1758972608716_o2uai5dp8",
"targetNodeId": "1758972608716_zmw9ep5n3",
"sourcePointType": "child",
"targetPointType": "parent"
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"id": "conn_1758972613504_me3rp31l8",
"sourceNodeId": "1758972524240_4ockrv5jo",
"targetNodeId": "1758972608716_o2uai5dp8",
"sourcePointType": "child",
"targetPointType": "parent"
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"id": "conn_1758972674275_rkn2let28",
"sourceNodeId": "1758972524240_4ockrv5jo",
"targetNodeId": "1758972550481_0iq7imml9",
"sourcePointType": "child",
"targetPointType": "parent"
},
{
"id": "conn_1758972717495_fo5zdeslg",
"sourceNodeId": "1758972524240_4ockrv5jo",
"targetNodeId": "1758972698829_wxfe7ut33",
"sourcePointType": "child",
"targetPointType": "parent"
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"sourceNodeId": "1758972698829_wxfe7ut33",
"targetNodeId": "1758889925476_dcyjc7a4o",
"sourcePointType": "child", "sourcePointType": "child",
"targetPointType": "parent" "targetPointType": "parent"
} }
] ],
"canvasScale": 1.953125,
"canvasOffset": {
"x": 700,
"y": 665.25
}
} }

View File

@@ -0,0 +1,193 @@
{
"name": "bt-tree3",
"description": "",
"nodes": [
{
"id": "1758979704536_g6jkamjdm",
"className": "Selector",
"name": "选择节点",
"position": {
"x": -60,
"y": -220
},
"parameters": {},
"children": [
"1758979708831_vibpbusev",
"1758979710657_ksqwgrqym",
"1758979712702_5miziffc9"
]
},
{
"id": "1758979708831_vibpbusev",
"className": "Sequence",
"name": "顺序节点",
"position": {
"x": -260,
"y": -120
},
"parameters": {},
"children": [
"1758979721847_ikkmffinc",
"1758979717102_hs4zv2ysl"
]
},
{
"id": "1758979710657_ksqwgrqym",
"className": "Sequence",
"name": "顺序节点",
"position": {
"x": 20,
"y": -120
},
"parameters": {},
"children": [
"1758979723586_oa4umrekl",
"1758979718532_16c9kb7cx"
]
},
{
"id": "1758979712702_5miziffc9",
"className": "Sequence",
"name": "顺序节点",
"position": {
"x": 220,
"y": -120
},
"parameters": {},
"children": [
"1758979720285_9ojvbt7sw"
]
},
{
"id": "1758979717102_hs4zv2ysl",
"className": "BTAnimation",
"name": "播放动画",
"position": {
"x": -200,
"y": -60
},
"parameters": {
"_name": "run",
"_loop": false
},
"children": []
},
{
"id": "1758979718532_16c9kb7cx",
"className": "BTAnimation",
"name": "播放动画",
"position": {
"x": 80,
"y": -60
},
"parameters": {
"_name": "",
"_loop": false
},
"children": []
},
{
"id": "1758979720285_9ojvbt7sw",
"className": "BTAnimation",
"name": "播放动画",
"position": {
"x": 220,
"y": -60
},
"parameters": {
"_name": "",
"_loop": false
},
"children": []
},
{
"id": "1758979721847_ikkmffinc",
"className": "BTConditionRandom",
"name": "随机条件节点",
"position": {
"x": -340,
"y": -60
},
"parameters": {
"_value": 0.5
},
"children": []
},
{
"id": "1758979723586_oa4umrekl",
"className": "BTConditionRandom",
"name": "随机条件节点",
"position": {
"x": -60,
"y": -60
},
"parameters": {
"_value": 0.5
},
"children": []
}
],
"connections": [
{
"id": "conn_1758979728478_r812fr61c",
"sourceNodeId": "1758979704536_g6jkamjdm",
"targetNodeId": "1758979708831_vibpbusev",
"sourcePointType": "child",
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},
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"targetNodeId": "1758979712702_5miziffc9",
"sourcePointType": "child",
"targetPointType": "parent"
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"sourceNodeId": "1758979708831_vibpbusev",
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"sourcePointType": "child",
"targetPointType": "parent"
},
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"sourceNodeId": "1758979708831_vibpbusev",
"targetNodeId": "1758979717102_hs4zv2ysl",
"sourcePointType": "child",
"targetPointType": "parent"
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"sourceNodeId": "1758979710657_ksqwgrqym",
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"sourcePointType": "child",
"targetPointType": "parent"
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}

View File

@@ -0,0 +1,331 @@
{
"name": "bttest",
"description": "死亡顺序节点",
"nodes": [
{
"id": "1758261718850_lh2zeww5x",
"className": "Selector",
"name": "选择节点",
"position": {
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"y": -220
},
"parameters": {},
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"1758363111204_lop2a6plc",
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"alias": "根选择节点"
},
{
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"className": "Sequence",
"name": "顺序节点",
"position": {
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},
"parameters": {},
"children": [
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],
"alias": "战斗顺序节点"
},
{
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"className": "BTConditionTest",
"name": "测试条件节点",
"position": {
"x": -260,
"y": -60
},
"parameters": {},
"children": [],
"alias": "攻击范围内"
},
{
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"className": "Sequence",
"name": "顺序节点",
"position": {
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},
"parameters": {},
"children": [
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],
"alias": "巡逻顺序节点"
},
{
"id": "1758363223180_wgl2lftj9",
"className": "Selector",
"name": "选择节点",
"position": {
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"y": -40
},
"parameters": {},
"children": [
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],
"alias": "攻击选择"
},
{
"id": "1758371105178_0cdpe0b8s",
"className": "Sequence",
"name": "顺序节点",
"position": {
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"y": 60
},
"parameters": {},
"children": [
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],
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{
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"name": "测试条件节点",
"position": {
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"children": [],
"alias": "可以释放技能"
},
{
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},
"parameters": {},
"children": [],
"alias": "释放技能"
},
{
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"className": "BTTestNode2",
"name": "空行为节点",
"position": {
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},
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"children": [],
"alias": "普通攻击"
},
{
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"name": "顺序节点",
"position": {
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},
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},
{
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"className": "BTConditionTest",
"name": "测试条件节点",
"position": {
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"y": -60
},
"parameters": {},
"children": [],
"alias": "血量小于0"
},
{
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"className": "BTTestNode2",
"name": "空行为节点",
"position": {
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"y": -40
},
"parameters": {},
"children": [],
"alias": "播放死亡动画"
},
{
"id": "1758523118932_tv2q9zeij",
"className": "BTTestNode2",
"name": "空行为节点",
"position": {
"x": -400,
"y": -40
},
"parameters": {},
"children": [],
"alias": "删除实体"
},
{
"id": "1758523349295_96r7men3n",
"className": "BTTestNode2",
"name": "空行为节点",
"position": {
"x": 580,
"y": -120
},
"parameters": {},
"children": [],
"alias": "随便走走"
},
{
"id": "1758523381506_arxf3pn6e",
"className": "BTTestNode2",
"name": "空行为节点",
"position": {
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"y": -40
},
"parameters": {},
"children": [],
"alias": "追击敌人"
},
{
"id": "1758523389760_eimzn4sqi",
"className": "BTConditionTest",
"name": "测试条件节点",
"position": {
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"y": -60
},
"parameters": {},
"children": [],
"alias": "发现敌人"
}
],
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}

View File

@@ -0,0 +1,494 @@
{
"name": "example-boss",
"description": "",
"nodes": [
{
"id": "1758636606871_d00eo32m0",
"className": "Selector",
"name": "选择节点",
"position": {
"x": -360,
"y": -240
},
"parameters": {},
"children": [
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"1758636827735_ghi1jyp6e",
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],
"alias": "Boss选择节点"
},
{
"id": "1758636606871_nlci5zgin",
"className": "Sequence",
"name": "顺序节点",
"position": {
"x": -740,
"y": -180
},
"parameters": {},
"children": [
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],
"alias": "第三阶段"
},
{
"id": "1758636606871_bfer3pf0k",
"className": "BTConditionTest",
"name": "测试条件节点",
"position": {
"x": -920,
"y": -80
},
"parameters": {},
"children": [],
"alias": "血量<25%"
},
{
"id": "1758636606871_fz7ji79yr",
"className": "Selector",
"name": "选择节点",
"position": {
"x": -780,
"y": -80
},
"parameters": {},
"children": [
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"1758636606871_v7xq9t9ca",
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],
"alias": "狂暴行为选择"
},
{
"id": "1758636606871_9xic9f2n1",
"className": "BTTestNode2",
"name": "空行为节点",
"position": {
"x": -960,
"y": 60
},
"parameters": {},
"children": [],
"alias": "火焰吐息"
},
{
"id": "1758636606871_v7xq9t9ca",
"className": "BTTestNode2",
"name": "空行为节点",
"position": {
"x": -820,
"y": 60
},
"parameters": {},
"children": [],
"alias": "地面重击"
},
{
"id": "1758636606871_3hexy07r4",
"className": "BTTestNode2",
"name": "空行为节点",
"position": {
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},
"parameters": {},
"children": [],
"alias": "愤怒冲撞"
},
{
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"className": "Sequence",
"name": "顺序节点",
"position": {
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},
"parameters": {},
"children": [
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"1758636926699_fkhgmqdd1",
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],
"alias": "飞行轰炸"
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{
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"className": "BTTestNode2",
"name": "空行为节点",
"position": {
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},
"parameters": {},
"children": [],
"alias": "起飞"
},
{
"id": "1758636606871_73vz04ef6",
"className": "Selector",
"name": "选择节点",
"position": {
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"y": -100
},
"parameters": {},
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"alias": "第一阶段"
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{
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"name": "空行为节点",
"position": {
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},
"parameters": {},
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"alias": "在攻击范围内?"
},
{
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"name": "空行为节点",
"position": {
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"parameters": {},
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"alias": "爪击攻击"
},
{
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"name": "空行为节点",
"position": {
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},
"parameters": {},
"children": [],
"alias": "位置调整"
},
{
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"className": "BTConditionTest",
"name": "测试条件节点",
"position": {
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},
"parameters": {},
"children": [],
"alias": "血量<60%"
},
{
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"position": {
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],
"alias": "第二阶段"
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{
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"name": "选择节点",
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},
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"alias": "空中行为"
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{
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"position": {
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"alias": "空中盘旋"
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{
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"name": "空行为节点",
"position": {
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"alias": "火球轰炸"
},
{
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"name": "空行为节点",
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},
{
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"name": "空行为节点",
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{
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},
{
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"name": "空行为节点",
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View File

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}

View File

@@ -0,0 +1,11 @@
{
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}
}

View File

@@ -0,0 +1,86 @@
{
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View File

@@ -0,0 +1,269 @@
{
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View File

@@ -0,0 +1,168 @@
{
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"className": "BTConditionTest",
"name": "测试条件节点",
"position": {
"x": -340,
"y": -60
},
"parameters": {},
"children": [],
"alias": "敌人在附近"
},
{
"id": "1758630915741_ux73zz8ws",
"className": "BTConditionTest",
"name": "测试条件节点",
"position": {
"x": -60,
"y": -60
},
"parameters": {},
"children": [],
"alias": "血量低"
},
{
"id": "1758630940801_u6j12wj96",
"className": "BTTestNode2",
"name": "空行为节点",
"position": {
"x": -200,
"y": -40
},
"parameters": {},
"children": [],
"alias": "攻击"
},
{
"id": "1758630955525_n0hw99t1q",
"className": "BTTestNode2",
"name": "空行为节点",
"position": {
"x": 80,
"y": -40
},
"parameters": {},
"children": [],
"alias": "逃跑"
},
{
"id": "1758630967937_2c0t3xi6t",
"className": "BTTestNode2",
"name": "空行为节点",
"position": {
"x": 220,
"y": -120
},
"parameters": {},
"children": [],
"alias": "巡逻"
}
],
"connections": [
{
"id": "conn_1758630929220_k30loxdah",
"sourceNodeId": "1758630814199_qnitmm2sd",
"targetNodeId": "1758630875390_e3dlxo1jg",
"sourcePointType": "child",
"targetPointType": "parent"
},
{
"id": "conn_1758630930951_5wgaug4ju",
"sourceNodeId": "1758630775717_d1gipfamh",
"targetNodeId": "1758630814199_qnitmm2sd",
"sourcePointType": "child",
"targetPointType": "parent"
},
{
"id": "conn_1758630932626_fz1jivc35",
"sourceNodeId": "1758630775717_d1gipfamh",
"targetNodeId": "1758630832275_prflitgyu",
"sourcePointType": "child",
"targetPointType": "parent"
},
{
"id": "conn_1758630934663_zoq1ugzkq",
"sourceNodeId": "1758630832275_prflitgyu",
"targetNodeId": "1758630915741_ux73zz8ws",
"sourcePointType": "child",
"targetPointType": "parent"
},
{
"id": "conn_1758630951335_f8qdr57vl",
"sourceNodeId": "1758630814199_qnitmm2sd",
"targetNodeId": "1758630940801_u6j12wj96",
"sourcePointType": "child",
"targetPointType": "parent"
},
{
"id": "conn_1758630957361_s28qi8xnd",
"sourceNodeId": "1758630832275_prflitgyu",
"targetNodeId": "1758630955525_n0hw99t1q",
"sourcePointType": "child",
"targetPointType": "parent"
},
{
"id": "conn_1758630973456_60p9k2k07",
"sourceNodeId": "1758630775717_d1gipfamh",
"targetNodeId": "1758630967937_2c0t3xi6t",
"sourcePointType": "child",
"targetPointType": "parent"
}
],
"canvasScale": 1.2507982082066933,
"canvasOffset": {
"x": 465.5,
"y": 644.8338118617028
}
}

View File

@@ -0,0 +1,107 @@
{
"name": "tree-example2",
"description": "",
"nodes": [
{
"id": "1758631669066_247k1fo68",
"className": "Selector",
"name": "选择节点",
"position": {
"x": -60,
"y": -220
},
"parameters": {},
"children": [
"1758631669066_yqo3wjnns",
"1758631669066_g6lvqwonn"
],
"alias": "根选择节点"
},
{
"id": "1758631669066_yqo3wjnns",
"className": "Sequence",
"name": "顺序节点",
"position": {
"x": -120,
"y": -120
},
"parameters": {},
"children": [
"1758631669066_mr87yjkdq",
"1758631669066_e5qqjm0s8"
],
"alias": "攻击顺序节点"
},
{
"id": "1758631669066_mr87yjkdq",
"className": "BTConditionTest",
"name": "测试条件节点",
"position": {
"x": -200,
"y": -60
},
"parameters": {},
"children": [],
"alias": "敌人在附近"
},
{
"id": "1758631669066_e5qqjm0s8",
"className": "BTTestNode2",
"name": "空行为节点",
"position": {
"x": -60,
"y": -40
},
"parameters": {},
"children": [],
"alias": "攻击"
},
{
"id": "1758631669066_g6lvqwonn",
"className": "BTTestNode2",
"name": "空行为节点",
"position": {
"x": 80,
"y": -120
},
"parameters": {},
"children": [],
"alias": "巡逻"
}
],
"connections": [
{
"id": "conn_1758631669066_ioakn40wn",
"sourceNodeId": "1758631669066_yqo3wjnns",
"targetNodeId": "1758631669066_mr87yjkdq",
"sourcePointType": "child",
"targetPointType": "parent"
},
{
"id": "conn_1758631669066_x29ua1dz1",
"sourceNodeId": "1758631669066_247k1fo68",
"targetNodeId": "1758631669066_yqo3wjnns",
"sourcePointType": "child",
"targetPointType": "parent"
},
{
"id": "conn_1758631669066_m60t8xsq3",
"sourceNodeId": "1758631669066_yqo3wjnns",
"targetNodeId": "1758631669066_e5qqjm0s8",
"sourcePointType": "child",
"targetPointType": "parent"
},
{
"id": "conn_1758631669066_3zbf492g0",
"sourceNodeId": "1758631669066_247k1fo68",
"targetNodeId": "1758631669066_g6lvqwonn",
"sourcePointType": "child",
"targetPointType": "parent"
}
],
"canvasScale": 1.2507982082066933,
"canvasOffset": {
"x": 465.5,
"y": 644.8338118617028
}
}

View File

@@ -5,7 +5,7 @@
"version": "3.8.6" "version": "3.8.6"
}, },
"dependencies": { "dependencies": {
"kunpocc-behaviortree": "^0.1.0", "kunpocc-behaviortree": "^0.1.3",
"ts-node": "^10.9.2" "ts-node": "^10.9.2"
} }
} }

View File

@@ -4,19 +4,19 @@
"customSplash": { "customSplash": {
"id": "customSplash", "id": "customSplash",
"label": "customSplash", "label": "customSplash",
"enable": false, "enable": true,
"customSplash": { "customSplash": {
"complete": false, "complete": false,
"form": "https://creator-api.cocos.com/api/form/show?" "form": "https://creator-api.cocos.com/api/form/show?sid=39d299030f31eb42b71bc53d67bdc54e"
} }
}, },
"removeSplash": { "removeSplash": {
"id": "removeSplash", "id": "removeSplash",
"label": "removeSplash", "label": "removeSplash",
"enable": false, "enable": true,
"removeSplash": { "removeSplash": {
"complete": false, "complete": false,
"form": "https://creator-api.cocos.com/api/form/show?" "form": "https://creator-api.cocos.com/api/form/show?sid=39d299030f31eb42b71bc53d67bdc54e"
} }
} }
} }

214
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@@ -0,0 +1,214 @@
# 硬核游戏开发 - 使用BehaviorTree实现游戏AI决策的开发详解
## 一个让我头疼三个月的BOSS
去年在公司做一个RPG项目的时候遇到了一个特别头疼的问题。策划给我扔了个需求做一个龙王BOSS要求这货能巡逻、能战斗、血少了会发疯、快死了还会逃跑。
听起来挺简单的不就是几个状态切换嘛。我当时想都没想直接上手就是一顿if-else
按策划的文档这个BOSS需要
- 平时在那巡逻,看到玩家就冲过去
- 根据距离选择近战还是远程攻击
- 血量掉到30%以下就进入狂暴模式
- 受到重击时会短暂防御
- 血量太低就开始逃跑
看起来逻辑很清楚,我就写了一大堆判断:
```javascript
function updateBoss() {
if (boss.hp < 0.1 * boss.maxHp) {
if (canEscape()) {
escape();
} else if (canDefend()) {
defend();
} else {
attack();
}
} else if (boss.hp < 0.3 * boss.maxHp) {
if (playerInRange()) {
berserkerAttack();
} else {
moveToPlayer();
}
} else if (playerDetected()) {
if (playerDistance() < 5) {
meleeAttack();
} else {
rangedAttack();
}
} else {
patrol();
}
}
```
结果呢?完全是个灾难。
BOSS的表现简直让人抓狂有时候明明看到玩家了突然又开始巡逻血都快没了还在那疯狂攻击更离谱的是防御和攻击状态之间来回切换看起来像个神经病。
策划每天都来找我:"这BOSS怎么这么蠢"我也很绝望啊每次改一个地方其他地方就出新问题。最后代码写成了800多行的意大利面条连我自己都不敢动了。
后来一个老同事看不下去了,跟我说:"你试试行为树吧,专门解决这种问题的。"
花了差不多一周时间学习和重构用行为树重新写了这个BOSS
```
龙王BOSS行为树
根节点(选择器)
├── 逃跑分支(血量 < 10%
│ ├── 寻找掩体
│ └── 快速移动
├── 防御分支(受到重击)
│ ├── 播放防御动画
│ └── 恢复少量血量
├── 血怒分支(血量 < 30%
│ ├── 进入狂暴状态
│ └── 疯狂攻击
├── 战斗分支(发现玩家)
│ ├── 距离判断
│ ├── 近战攻击 OR 远程攻击
│ └── 追击玩家
└── 巡逻分支(默认行为)
├── 沿路径移动
└── 警戒四周
```
效果立竿见影!
BOSS终于不再像个智障了行为逻辑变得很清晰。最关键的是策划现在能直接看懂这个结构提需求的时候也更明确了。代码从800行缩减到200多行维护起来轻松了不少。
最让我印象深刻的是,后来策划突然说要加个"血量50%时召唤小怪"的功能我只是在行为树里插了个新分支十几分钟就搞定了。要是放在以前的if-else结构里估计又得折腾好几天。
---
这就是我第一次接触行为树的经历。
如果你也在做游戏开发特别是涉及到AI逻辑的部分可能也遇到过类似的问题。怪物AI、NPC行为、甚至一些复杂的游戏机制用传统的if-else或者状态机来实现总是容易变成一团乱麻。
行为树提供了一个更好的解决方案。下面我就把这段时间学到的东西整理一下,希望能帮到有同样困扰的朋友。
## 什么是行为树
简单来说行为树就是一种树形结构用来描述AI的决策逻辑。
它的基本思路是这样的:从根节点开始,通过不同类型的节点来控制执行流程。比如"选择器"节点会依次尝试它的子节点,直到有一个成功为止;"序列"节点则要求所有子节点都成功才算成功。最底层的叶子节点负责执行具体的动作或者判断条件。
相比传统的状态机,行为树最大的优势是更容易组合和复用。你可以很自然地表达"先试试A不行就试B"或者"按顺序执行1、2、3"这样的逻辑,而且特别适合做可视化编辑器。
## 行为树是怎么工作的
为了更好理解我们来看一个简单的例子。假设你在做一个哥布林守卫的AI它需要在洞穴门口巡逻。
### 节点的三种状态
行为树中的每个节点在执行时只会返回三种状态之一:
* **成功** - 任务完成了
* **失败** - 这条路走不通
* **运行中** - 还在执行中,需要等待
这个概念其实很好理解,就像你在做任何事情时的状态一样:要么做完了,要么做不了,要么还在做。
### 几种常用的节点类型
#### 选择器节点Selector
这个节点的逻辑是"依次尝试,直到成功为止"。
比如哥布林饿了,它会:
1. 先去厨房找剩菜
2. 厨房没有就去花园抓虫子
3. 还是没有就啃树皮
选择器会从左到右依次执行子节点,只要有一个成功了就停止,返回成功。如果所有子节点都失败了,它才返回失败。
这种模式在游戏AI中特别常用比如敌人的攻击选择优先使用技能技能冷却中就普通攻击连普通攻击都不行就移动到攻击范围内。
#### 序列节点Sequence
这个节点的逻辑是"按顺序执行,全部成功才算成功"。
比如哥布林要做一顿饭:
1. 先洗手
2. 准备食材
3. 开火做饭
4. 享用美食
序列节点会严格按顺序执行,只有当前步骤成功了才会进行下一步。任何一步失败,整个序列就失败。
这种模式适合那些有明确步骤的任务,比如开门(检查是否有钥匙 → 走到门前 → 使用钥匙 → 推开门)。
#### 动作节点Action
这些是真正执行具体任务的节点:
- "巡逻10秒钟"
- "攻击敌人"
- "播放死亡动画"
动作节点会立即开始执行任务,然后根据情况返回对应的状态。有些动作是瞬时的(比如播放音效),有些需要持续一段时间(比如移动到目标点)。
#### 条件节点Condition
这些节点负责检查当前的环境状态:
- "敌人在视野内吗?"
- "血量低于30%吗?"
- "身上有钥匙吗?"
条件节点通常执行很快,瞬间返回成功或失败,不会有"运行中"的状态。
### 一个完整的例子
现在我们把这些节点组合起来,看看一个哥布林守卫的行为树:
```
哥布林守卫行为树:
根节点(选择器)
├── 战斗分支(序列)
│ ├── 条件:发现敌人?
│ ├── 动作:冲向敌人
│ └── 动作:攻击
├── 巡逻分支(序列)
│ ├── 条件:在巡逻路径上?
│ └── 动作:继续巡逻
└── 待机分支
└── 动作:原地等待
```
执行过程是这样的:
1. **平时状态**
- 根选择器首先尝试战斗分支
- 检查"发现敌人?" → 没有敌人,条件失败
- 尝试巡逻分支 → 检查"在巡逻路径上?" → 是的,开始巡逻
2. **发现敌人时**
- 根选择器重新开始评估
- 战斗分支:检查"发现敌人?" → 有敌人!条件成功
- 执行"冲向敌人" → 成功后执行"攻击"
这就是行为树的核心思想:每一帧都从根节点重新开始评估,根据当前情况选择最合适的行为。
### 执行机制
行为树有个很重要的特点:它每一帧都会从根节点重新开始执行。
![image](../image/maunal/flow.png)
这张图展示了我们刚才说的哥布林行为树的结构。
![image](../image/maunal/flow2.png)
执行过程就像这样:
1. 从根节点开始
2. 根据节点类型决定如何执行子节点
3. 叶子节点返回结果,层层向上传递
4. 一帧结束,下一帧重新开始
这种每帧重新评估的机制有几个好处:
- 能够实时响应环境变化
- 优先级明确,重要的行为总是先被考虑
- 调试时可以清楚看到决策过程
- 性能还不错,只执行必要的节点
当然这种机制也有一些需要注意的地方。比如如果你的行为树很复杂每帧都完整执行一遍可能会有性能问题。不过对于大部分游戏AI来说这都不是问题。

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# 行为树使用指南
本指南将详细介绍如何使用 kunpocc-behaviortree 库和行为树编辑器。
## 一、开发环境
- 引擎版本Cocos Creator 3.8.6
- 编程语言TypeScript
- 支持引擎版本Cocos Creator 3.7 及之后的所有版本
## 二、安装
1. 安装 kunpocc-behaviortree
```
npm install kunpocc-behaviortree
```
2. 下载扩展插件(bt-editor)
3. 项目脚本中引入库文件
```typescript
// 比如在项目代码目录下添加一个文件 header.ts
// 写上如下代码
import * as BT from "kunpocc-behaviortree";
export { BT };
```
4. 重启creator
5. 启用插件
* 在 Cocos Creator 中选择 `扩展` -> `扩展管理器` -> `已安装扩展`
* 找到 `bt-editor` 并启用
6. 打开扩展面板
* 在 Cocos Creator 顶部菜单栏中选择 `extension or 扩展` -> `kunpo` -> `行为树编辑器`
## 三、编辑器介绍
#### 快捷键
- **打开编辑器**: `Ctrl+Shift+K` (Windows) / `Cmd+Shift+K` (Mac)
- **导出配置**: `Ctrl+Shift+L` (Windows) / `Cmd+Shift+L` (Mac)
#### 菜单访问
在 Cocos Creator 顶部菜单栏中选择 `extension or 扩展` -> `kunpo` -> `行为树编辑器`
### 编辑器功能介绍
行为树编辑器提供了一个直观的可视化界面,让你可以轻松创建和管理复杂的行为树结构。
#### 可视化节点编辑
- **拖拽创建**:从左侧节点库拖拽节点到画布中
- **分组管理**:节点按功能分组显示,便于查找
- **实时预览**:节点显示类型图标和描述信息
#### 属性参数配置
- **类型校验**:支持数字、字符串、布尔值、对象、数组等类型
- **默认值**:自动填充装饰器中定义的默认值
- **约束验证**:支持最小值、最大值、步长等约束条件
#### 连接线管理
- **可视连接**:通过拖拽连接点创建父子关系
- **自动布局**:连接线自动避让,保持界面整洁
- **连接验证**:防止创建非法的节点连接关系
#### 画布操作
- **缩放平移**:鼠标滚轮缩放,拖拽平移画布
- **多选操作**:支持框选多个节点进行批量操作
#### 节点管理
- **别名设置**:为节点设置有意义的别名,便于理解
- **复制粘贴**:快速复制节点及其子树结构
- **删除操作**:删除节点时自动清理相关连接
### 导出文件使用
#### 在项目中使用导出配置
##### 1. 导出文件格式
```json
{
"boss1": [
{
"id": "1758206972710_bhxebhy7o",
"className": "Sequence",
"parameters": {},
"children": [
"1758090634327_mf36nwkdt"
]
},
{
"id": "1758090634327_mf36nwkdt",
"className": "Selector",
"parameters": {},
"children": [
"1758206988178_55b7kk5va"
]
},
{
"id": "1758206988178_55b7kk5va",
"className": "BTAnimation",
"parameters": {
"_name": "",
"_loop": false
},
"children": []
}
]
}
```
##### 2. 配置文件放入项目资源目录
将从编辑器导出的JSON文件放入项目资源目录
自行加载配置数据
```
assets/
├── resources/
│ └── config/
│ ├── bt_config.json // 所有行为树的信息都在这个里边
```
##### 3. 创建行为树实例
```typescript
// entity参数 可以是任意想要关联的类型
let btTree1: BT.INodeConfig[] = this.bt_config.json["bt-tree1"]
this._tree = BT.createBehaviorTree(btTree1, entity);
```
## 四、扩展编辑器节点池
### 节点装饰器
装饰器系统是连接自定义节点和编辑器的桥梁
只有通过装饰器装饰的节点,才能在编辑器中的节点池中显示
* 行为节点装饰器 ***ClassAction***
* 条件节点装饰器 ***ClassCondition***
* 组合节点装饰器 ***ClassComposite***
* 装饰节点装饰器 ***ClassDecorator***
* 属性装饰器 ***prop***
下面我们通过一段示例代码来展示一下装饰器的使用
```typescript
// BT.ClassAction 是行为节点装饰器
// MyNode参数需要和类名相同
@BT.ClassAction("MyNode", { name: "显示名称", group: "节点分组", desc: "节点描述" })
export class MyNode extends BT.LeafNode {
// 基础类型参数装饰器
// type: 参数类型
// description: 参数描述
// defaultValue: 参数默认值
// min: 参数最小值
// max: 参数最大值
// step:
@BT.prop({ type: BT.ParamType.string, description: "动画名称", defaultValue: "idle" })
private animationName: string = "idle";
@BT.prop({ type: BT.ParamType.float, description: "速度", min: 0, max: 10, step: 0.1, defaultValue: 1.0 })
private speed: number = 1.0;
@BT.prop({ type: BT.ParamType.bool, description: "是否循环" })
private loop: boolean = false;
// 对象参数
@BT.prop({
type: BT.ParamType.object,
description: "位置信息",
properties: {
x: { type: BT.ParamType.int, min: 0 },
y: { type: BT.ParamType.int, min: 0 }
}
})
private position: { x: number, y: number };
// 数组参数
@BT.prop({
type: BT.ParamType.array,
description: "巡逻点列表",
itemType: BT.ParamType.object,
itemProperties: {
x: { type: BT.ParamType.float },
y: { type: BT.ParamType.float },
name: { type: BT.ParamType.string }
}
})
private patrolPoints: Array<{ x: number, y: number, name: string }>;
}
```
为节点添加可在编辑器中配置的参数。
#### 参数类型详解
| 类型 | BT.ParamType | 描述 | 支持属性 |
|------|--------------|------|----------|
| 整数 | `int` | 整数类型 | `min`, `max`, `step`, `defaultValue` |
| 浮点数 | `float` | 浮点数类型 | `min`, `max`, `step`, `defaultValue` |
| 字符串 | `string` | 字符串类型 | `defaultValue` |
| 布尔 | `bool` | 布尔类型 | `defaultValue` |
| 对象 | `object` | 对象类型 | `properties` |
| 数组 | `array` | 数组类型 | `itemType`, `itemProperties` |
## 五、更新声明
## 0.0.1 (2025-09-23)
- 首版本
## 六、联系作者
* 邮箱: gong.xinhai@163.com
* 微信: G0900901
* 扫码加微信:
## 七、版权声明
此插件源代码可商业使用
商业授权范围仅限于在您自行开发的游戏作品中使用
不得进行任何形式的转售、租赁、传播等
## 八、购买须知
本产品为付费虚拟商品,一经购买成功概不退款,请在购买前谨慎确认购买内容。

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@@ -1,6 +1,6 @@
{ {
"name": "kunpocc-behaviortree", "name": "kunpocc-behaviortree",
"version": "0.1.0", "version": "0.1.3",
"description": "行为树", "description": "行为树",
"main": "./dist/kunpocc-behaviortree.cjs", "main": "./dist/kunpocc-behaviortree.cjs",
"module": "./dist/kunpocc-behaviortree.mjs", "module": "./dist/kunpocc-behaviortree.mjs",

View File

@@ -11,7 +11,9 @@ export namespace BT {
int = "number", int = "number",
float = "float", float = "float",
string = "string", string = "string",
bool = "boolean" bool = "boolean",
object = "object",
array = "array"
} }
/** /**
@@ -46,6 +48,12 @@ export namespace BT {
min?: number, min?: number,
/** 最大值 */ /** 最大值 */
max?: number, max?: number,
/** 对象属性定义 - 仅当type为object时使用 */
properties?: { [key: string]: Omit<ParameterInfo, "name"> };
/** 数组元素类型 - 仅当type为array时使用 */
itemType?: ParamType;
/** 数组元素对象定义 - 仅当type为array且itemType为object时使用 */
itemProperties?: { [key: string]: Omit<ParameterInfo, "name"> };
} }
/** /**

View File

@@ -17,11 +17,7 @@ export abstract class LeafNode extends BTNode {
* 次数内返回RUNNING * 次数内返回RUNNING
* 超次返回SUCCESS * 超次返回SUCCESS
*/ */
@BT.ClassAction("WaitTicks", { @BT.ClassAction("WaitTicks", { name: "次数等待节点", group: "基础行为节点", desc: "指定次数后返回成功, 否则返回执行中" })
name: "等待次数",
group: "基础行为节点",
desc: "等待指定次数后返回成功",
})
export class WaitTicks extends LeafNode { export class WaitTicks extends LeafNode {
@BT.prop({ type: BT.ParamType.int, description: "最大等待次数", defaultValue: 0, step: 1 }) @BT.prop({ type: BT.ParamType.int, description: "最大等待次数", defaultValue: 0, step: 1 })
private _max: number; private _max: number;
@@ -50,11 +46,7 @@ export class WaitTicks extends LeafNode {
* 时间等待节点 时间(秒) * 时间等待节点 时间(秒)
* 时间到后返回SUCCESS否则返回RUNNING * 时间到后返回SUCCESS否则返回RUNNING
*/ */
@BT.ClassAction("WaitTime", { @BT.ClassAction("WaitTime", { name: "时间等待节点", group: "基础行为节点", desc: "等待指定时间(秒)后返回成功, 否则返回执行中" })
name: "等待时间",
group: "基础行为节点",
desc: "等待指定时间(秒)后返回成功",
})
export class WaitTime extends LeafNode { export class WaitTime extends LeafNode {
@BT.prop({ type: BT.ParamType.float, description: "等待时间(秒)", defaultValue: 0, step: 0.01 }) @BT.prop({ type: BT.ParamType.float, description: "等待时间(秒)", defaultValue: 0, step: 0.01 })
private _max: number; private _max: number;

View File

@@ -115,9 +115,6 @@ export abstract class BTNode implements IBTNode {
return this._local.getEntity(); return this._local.getEntity();
} }
/**
* 设置获取全局黑板数据
*/
public set<T>(key: string, value: T): void { public set<T>(key: string, value: T): void {
this._local.set(key, value); this._local.set(key, value);
} }
@@ -126,9 +123,6 @@ export abstract class BTNode implements IBTNode {
return this._local.get(key); return this._local.get(key);
} }
/**
* 设置获取树根节点的黑板数据
*/
public setRoot<T>(key: string, value: T): void { public setRoot<T>(key: string, value: T): void {
this._root.set(key, value); this._root.set(key, value);
} }
@@ -137,9 +131,6 @@ export abstract class BTNode implements IBTNode {
return this._root.get(key); return this._root.get(key);
} }
/**
* 设置全局黑板数据
*/
public setGlobal<T>(key: string, value: T): void { public setGlobal<T>(key: string, value: T): void {
globalBlackboard.set(key, value); globalBlackboard.set(key, value);
} }

View File

@@ -21,7 +21,7 @@ export abstract class Composite extends BTNode {
* *
* 遇到 RUNNING 返回 RUNNING 下次从该节点开始 * 遇到 RUNNING 返回 RUNNING 下次从该节点开始
*/ */
@BT.ClassComposite("Selector", { name: "选择节点", group: "基础组合节点", desc: "选择节点" }) @BT.ClassComposite("Selector", { name: "选择节点", group: "基础组合节点", desc: "子节点从左到右执行, 子节点状态: 成功则选择成立, 失败继续下一个, 执行中则返回执行中, 下次从该节点开始" })
export class Selector extends Composite { export class Selector extends Composite {
public override _initialize(global: IBlackboard, branch: IBlackboard): void { public override _initialize(global: IBlackboard, branch: IBlackboard): void {
super._initialize(global, branch); super._initialize(global, branch);
@@ -57,7 +57,7 @@ export class Selector extends Composite {
* *
* 遇到 RUNNING 返回 RUNNING 下次从该节点开始 * 遇到 RUNNING 返回 RUNNING 下次从该节点开始
*/ */
@BT.ClassComposite("Sequence", { name: "顺序节点", group: "基础组合节点", desc: "顺序节点" }) @BT.ClassComposite("Sequence", { name: "顺序节点", group: "基础组合节点", desc: "子节点从左到右执行, 子节点状态: 成功则继续下一个, 失败则停止迭代返回失败, 执行中返回执行中, 下次从该节点开始" })
export class Sequence extends Composite { export class Sequence extends Composite {
public override _initialize(global: IBlackboard, branch: IBlackboard): void { public override _initialize(global: IBlackboard, branch: IBlackboard): void {
super._initialize(global, branch); super._initialize(global, branch);
@@ -87,10 +87,11 @@ export class Sequence extends Composite {
} }
/** /**
* 并行节点 从上到下执行 全部执行一遍 * 并行节点 从左到右依次执行所有子节点
* 注意:这里的"并行"是逻辑概念,实际是顺序执行
* 返回优先级 FAILURE > RUNNING > SUCCESS * 返回优先级 FAILURE > RUNNING > SUCCESS
*/ */
@BT.ClassComposite("Parallel", { name: "并行节点", group: "基础组合节点", desc: "同时执行所有子节点全部成功才返回成功" }) @BT.ClassComposite("Parallel", { name: "并行节点", group: "基础组合节点", desc: "依次执行所有子节点(从左到右), 子节点状态: 任意失败则失败 > 任意执行中则执行中 > 全部成功成功" })
export class Parallel extends Composite { export class Parallel extends Composite {
public tick(dt: number): Status { public tick(dt: number): Status {
let result = Status.SUCCESS; let result = Status.SUCCESS;
@@ -112,11 +113,7 @@ export class Parallel extends Composite {
* 随机选择一个子节点执行 * 随机选择一个子节点执行
* 返回子节点状态 * 返回子节点状态
*/ */
@BT.ClassComposite("RandomSelector", { @BT.ClassComposite("RandomSelector", { name: "随机选择节点", group: "基础组合节点", desc: "随机选择一个子节点执行, 返回子节点状态" })
name: "随机选择节点",
group: "基础组合节点",
desc: "随机选择一个子节点执行",
})
export class RandomSelector extends Composite { export class RandomSelector extends Composite {
private _totalWeight: number = 0; private _totalWeight: number = 0;
private _weights: number[] = []; private _weights: number[] = [];
@@ -165,14 +162,11 @@ export class RandomSelector extends Composite {
} }
/** /**
* 并行节点 从上到下执行 全部执行一遍 * 并行任意成功节点 从左到右依次执行所有子节点
* 注意:这里的"并行"是逻辑概念,实际是顺序执行
* 返回优先级 SUCCESS > RUNNING > FAILURE * 返回优先级 SUCCESS > RUNNING > FAILURE
*/ */
@BT.ClassComposite("ParallelAnySuccess", { @BT.ClassComposite("ParallelAnySuccess", { name: "并行任意成功节点", group: "基础组合节点", desc: "依次执行所有子节点(从左到右), 任意一个成功则成功 > 任意一个执行中则执行中 > 全部失败则失败" })
name: "并行任意成功",
group: "基础组合节点",
desc: "同时执行所有子节点,任意一个成功即返回成功",
})
export class ParallelAnySuccess extends Composite { export class ParallelAnySuccess extends Composite {
public tick(dt: number): Status { public tick(dt: number): Status {
let result = Status.FAILURE; let result = Status.FAILURE;

View File

@@ -40,7 +40,7 @@ export abstract class ConditionDecorator extends Decorator {
* 第一个Child Node节点, 返回 FAILURE, 本Node向自己的Parent Node也返回 SUCCESS * 第一个Child Node节点, 返回 FAILURE, 本Node向自己的Parent Node也返回 SUCCESS
* 第一个Child Node节点, 返回 SUCCESS, 本Node向自己的Parent Node也返回 FAILURE * 第一个Child Node节点, 返回 SUCCESS, 本Node向自己的Parent Node也返回 FAILURE
*/ */
@BT.ClassDecorator("Inverter", { name: "反转器", group: "基础装饰节点", desc: "反转子节点的执行结果成功变失败失败变成功" }) @BT.ClassDecorator("Inverter", { name: "结果反转节点", group: "基础装饰节点", desc: "反转子节点的执行结果, 成功变失败, 失败变成功, 执行中保持不变" })
export class Inverter extends Decorator { export class Inverter extends Decorator {
public tick(dt: number): Status { public tick(dt: number): Status {
const status = this.children[0]!._execute(dt); const status = this.children[0]!._execute(dt);
@@ -61,7 +61,7 @@ export class Inverter extends Decorator {
* 规定时间内, 根据Child Node的结果, 本节点向自己的父节点也返回相同的结果 * 规定时间内, 根据Child Node的结果, 本节点向自己的父节点也返回相同的结果
* 超时后, 直接返回 FAILURE * 超时后, 直接返回 FAILURE
*/ */
@BT.ClassDecorator("LimitTime", { name: "时间限制", group: "基础装饰节点", desc: "限制子节点执行时间,超时返回失败" }) @BT.ClassDecorator("LimitTime", { name: "时间限制节点", group: "基础装饰节点", desc: "限制时间内返回子节点状态, 超时返回失败" })
export class LimitTime extends Decorator { export class LimitTime extends Decorator {
@BT.prop({ type: BT.ParamType.float, description: "最大时间(秒)", defaultValue: 1 }) @BT.prop({ type: BT.ParamType.float, description: "最大时间(秒)", defaultValue: 1 })
protected _max: number = 1; protected _max: number = 1;
@@ -96,7 +96,7 @@ export class LimitTime extends Decorator {
* 必须且只能包含一个子节点 * 必须且只能包含一个子节点
* 次数超过后, 直接返回失败; 次数未超过, 返回子节点状态 * 次数超过后, 直接返回失败; 次数未超过, 返回子节点状态
*/ */
@BT.ClassDecorator("LimitTicks", { name: "次数限制", group: "基础装饰节点", desc: "限制子节点执行次数,超过次数返回失败" }) @BT.ClassDecorator("LimitTicks", { name: "次数限制节点", group: "基础装饰节点", desc: "子节点成功, 次数+1, 限制次数内返回子节点状态, 超过限制次数返回失败" })
export class LimitTicks extends Decorator { export class LimitTicks extends Decorator {
@BT.prop({ type: BT.ParamType.int, description: "最大次数", defaultValue: 1 }) @BT.prop({ type: BT.ParamType.int, description: "最大次数", defaultValue: 1 })
protected _max: number = 1; protected _max: number = 1;
@@ -130,7 +130,7 @@ export class LimitTicks extends Decorator {
* 子节点是成功或失败,累加计数 * 子节点是成功或失败,累加计数
* 次数超过之后返回子节点状态,否则返回 RUNNING * 次数超过之后返回子节点状态,否则返回 RUNNING
*/ */
@BT.ClassDecorator("Repeat", { name: "重复节点", group: "基础装饰节点", desc: "重复执行子节点指定次数" }) @BT.ClassDecorator("Repeat", { name: "重复节点", group: "基础装饰节点", desc: "子节点成功或失败次数+1, 重复执行指定次数" })
export class Repeat extends Decorator { export class Repeat extends Decorator {
@BT.prop({ type: BT.ParamType.int, description: "重复次数", defaultValue: 1, min: 1 }) @BT.prop({ type: BT.ParamType.int, description: "重复次数", defaultValue: 1, min: 1 })
protected _max: number = 1; protected _max: number = 1;
@@ -167,7 +167,7 @@ export class Repeat extends Decorator {
* *
* 子节点成功 计数+1 * 子节点成功 计数+1
*/ */
@BT.ClassDecorator("RepeatUntilFailure", { name: "重复直到失败", group: "基础装饰节点", desc: "重复执行子节点直到失败或达到最大次数" }) @BT.ClassDecorator("RepeatUntilFailure", { name: "重复直到失败", group: "基础装饰节点", desc: "子节点成功则次数+1, 限制次数内返回执行中, 重复执行子节点直到子节点返回失败, 超过限制次数返回失败" })
export class RepeatUntilFailure extends Decorator { export class RepeatUntilFailure extends Decorator {
@BT.prop({ type: BT.ParamType.int, description: "最大重试次数", defaultValue: 1, min: 1 }) @BT.prop({ type: BT.ParamType.int, description: "最大重试次数", defaultValue: 1, min: 1 })
protected _max: number = 1; protected _max: number = 1;
@@ -205,7 +205,7 @@ export class RepeatUntilFailure extends Decorator {
* *
* 子节点失败, 计数+1 * 子节点失败, 计数+1
*/ */
@BT.ClassDecorator("RepeatUntilSuccess", { name: "重复直到成功", group: "基础装饰节点", desc: "重复执行子节点直到成功或达到最大次数" }) @BT.ClassDecorator("RepeatUntilSuccess", { name: "重复直到成功", group: "基础装饰节点", desc: "子节点失败则次数+1, 限制次数内返回执行中, 重复执行子节点直到子节点返回成功, 超过限制次数返回失败" })
export class RepeatUntilSuccess extends Decorator { export class RepeatUntilSuccess extends Decorator {
@BT.prop({ type: BT.ParamType.int, description: "最大重试次数", defaultValue: 1, step: 1 }) @BT.prop({ type: BT.ParamType.int, description: "最大重试次数", defaultValue: 1, step: 1 })
protected _max: number = 1; protected _max: number = 1;
@@ -240,7 +240,7 @@ export class RepeatUntilSuccess extends Decorator {
/** /**
* 权重装饰节点 * 权重装饰节点
*/ */
@BT.ClassDecorator("WeightDecorator", { name: "权重装饰", group: "基础装饰节点", desc: "权重装饰节点" }) @BT.ClassDecorator("WeightDecorator", { name: "权重装饰节点", group: "基础装饰节点", desc: "根据权重随机选择子节点执行, 用于随机选择节点的子节点" })
export class WeightDecorator extends Decorator { export class WeightDecorator extends Decorator {
@BT.prop({ type: BT.ParamType.int, description: "权重", defaultValue: 1, step: 1 }) @BT.prop({ type: BT.ParamType.int, description: "权重", defaultValue: 1, step: 1 })
private _weight: number; private _weight: number;

View File

@@ -1,7 +1,7 @@
/** 行为树 */ /** 行为树 */
export { BehaviorTree } from "./behaviortree/BehaviorTree"; export { BehaviorTree } from "./behaviortree/BehaviorTree";
export { Blackboard } from "./behaviortree/Blackboard"; export { Blackboard, globalBlackboard } from "./behaviortree/Blackboard";
export * from "./behaviortree/BTNode/Action"; export * from "./behaviortree/BTNode/Action";
export { IBTNode } from "./behaviortree/BTNode/BTNode"; export { IBTNode } from "./behaviortree/BTNode/BTNode";
export * from "./behaviortree/BTNode/Composite"; export * from "./behaviortree/BTNode/Composite";