feat: upadte readme

Change-Id: I995be2b19fec8107ba5df6a04fb1f0e7b3fcae7f
This commit is contained in:
denglang 2022-10-27 14:40:15 +08:00
parent c2e3da2e7c
commit 93864f1fac
102 changed files with 223 additions and 394 deletions

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@ -1,4 +1,4 @@
# 在Cocos中使用ECS + BehaviorTree 实现格斗AI
# 在Cocos中使用ECS + BehaviorTree 实现格斗AI 使用过程中有任何问题,可以加QQ群: 552424835
### 成品展示
demo 角色AI包含了巡逻, 追踪, 攻击, 躲避攻击, 受伤打断攻击, 攻击打断闪避等. 可以细心看一下二图.

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@ -586,7 +586,7 @@ export namespace BT {
comMovable.pointIdx = 0;
comMovable.points.length = 0;
let targetX = node.size.width * Math.random() - node.size.width/2;
let targetY = node.size.height * Math.random() - node.size.height/2;
let targetY = node.size.height * Math.random() - node.size.height/2 - 150;
comMovable.points.push(cc.v2(comTrans.x, comTrans.y), cc.v2(targetX, targetY));
comMovable.speed = node.speed;
comMovable.speedDirty = true;

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@ -44,7 +44,7 @@ export class ECSController<T extends ECSWorld> {
new BT.InverterNode(new BT.MonitorNode()),
new BT.LockedSequenceNode([
new BT.WaitNode(1.5),
new BT.WalkToRandomPosNode(100, cc.size(view.width - 200, view.height - 200)),
new BT.WalkToRandomPosNode(100, cc.size(view.width - 100, view.height - 300)),
])
], true),
new BT.LockedSequenceNode([

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@ -98,8 +98,8 @@ export default class RoleEventProcess extends EventProcess {
}
this.graphics.lineTo(event.points[0].x, event.points[0].y);
this.graphics.stroke();
event.points.length = 0;
}
public sync(x: number, y: number, dir: cc.Vec2) {

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@ -35,11 +35,14 @@ export class SysAttack extends ECSSystem {
public onUpdate(world: ECSWorld, dt: number): void {
let filter = world.getFilter(FILTER_ATTACKABLE);
filter.walk((entity: number) => {
let comTransSelf = world.getComponent(entity, ComTransform);
let comAttackable = world.getComponent(entity, ComAttackable);
let comRoleConfigSelf = world.getComponent(entity, ComRoleConfig);
if(!comAttackable.dirty) return ;
comAttackable.debugInfo = null;
comAttackable.countDown -= dt;
if(comAttackable.countDown <= 0) {
comAttackable.dirty = false;
@ -67,10 +70,7 @@ export class SysAttack extends ECSSystem {
return true
}
comAttackable.debugInfo = {
points: [cc.v2(minX, minY), cc.v2(maxX, minY), cc.v2(maxX, maxY), cc.v2(minX, maxY)],
color: cc.Color.RED,
};
// 即将攻击未完成, 并且处于即将攻击时间段
if(!comAttackable.willHurtFrameCompleted && comAttackable.countDown <= comAttackable.willHurtFrame) {
@ -84,6 +84,11 @@ export class SysAttack extends ECSSystem {
return false;
})
}
comAttackable.debugInfo = {
points: [cc.v2(minX, minY), cc.v2(maxX, minY), cc.v2(maxX, maxY), cc.v2(minX, maxY)],
color: cc.Color.RED,
};
if(!comAttackable.hurtFrameCompleted && comAttackable.countDown <= comAttackable.hurtFrame) {
comAttackable.hurtFrameCompleted = true;

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@ -47,8 +47,6 @@ export class SysRoleState extends ECSSystem {
comCocosNode.events.push(new EventGraphicsDraw(comAttackable.debugInfo.points, comAttackable.debugInfo.color));
}
if(comMovable && comMovable.speedDirty) {
comMovable.speedDirty = false;
if(comMovable.speed > 0) {

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@ -100,5 +100,19 @@ export default class Main extends cc.Component {
}
private a() {
let map = {0: 0, 1: 0, 2: 0}; // 出现1的次数
for(let c=0; c<10000; c++) {
let a = [1, 2, 3];
a = a.sort((a, b) => Math.random() - 0.5);
for(let i=0; i<a.length; i++) {
if(a[i] == 1) {
map[i] ++;
}
}
}
}
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