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https://gitee.com/jisol/jisol-game/
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using System;
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using UnityEngine;
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using UnityEngine.UI;
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/// <summary>
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/// Dialog Example
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/// Multiple event calls to modify the contents of a dialog box are not recommended,
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/// Usually, I will choose to conduct actual dialogue development in combination with some kind of configuration table system,
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/// But doing so here can make users learn BehaviorTreeSystem more simply and clearly
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/// <20><><EFBFBD><EFBFBD><EFBFBD>¼<EFBFBD><C2BC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ĶԻ<C4B6><D4BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݲ<EFBFBD><DDB2><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><D2BB>ֵ<EFBFBD><D6B5><EFBFBD>Ƽ<EFBFBD><C6BC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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/// ͨ<><CDA8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>£<EFBFBD><C2A3>һ<EFBFBD>ѡ<EFBFBD><D1A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ñ<EFBFBD>ϵͳ<CFB5><CDB3><EFBFBD><EFBFBD>ʵ<EFBFBD>ʶԻ<CAB6><D4BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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/// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>û<EFBFBD>ѧϰ<D1A7><CFB0><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><F2B5A5BA><EFBFBD><EFBFBD><EFBFBD>
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///
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/// The behavior tree can quickly build a dialogue system and speed up the development of the plot system
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/// <20><>Ϊ<EFBFBD><CEAA><EFBFBD>ܿ<EFBFBD><DCBF>ٵĹ<D9B5><C4B9><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD>Ի<EFBFBD>ϵͳ<CFB5><CDB3><EFBFBD>ӿ<EFBFBD><D3BF><EFBFBD><EFBFBD><EFBFBD>ϵͳ<CFB5>Ŀ<EFBFBD><C4BF><EFBFBD>
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/// </summary>
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public class Example2 : MonoBehaviour
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{
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[SerializeField]
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Transform m_grid;
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[SerializeField]
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BehaviorTreeSlayer.BehaviorTree behaviorTree;
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[SerializeField]
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Texture2D[] icons;
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[SerializeField]
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Text label;
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[SerializeField]
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RawImage portrait;
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private void Start()
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{
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behaviorTree.Regist("SetIcon", SetIcon);
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behaviorTree.Regist("SetText", SetText);
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behaviorTree.Regist("SetBtns", SetBtns);
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}
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private void SetBtns(object obj)
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{
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int count = (int)obj;
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for (int i = 0; i < count; i++)
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{
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m_grid.GetChild(i).gameObject.SetActive(true);
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}
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for (int i = count; i < m_grid.childCount; i++)
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{
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m_grid.GetChild(i).gameObject.SetActive(false);
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}
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}
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private void OnDestroy()
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{
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behaviorTree.UnRegist("SetIcon");
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behaviorTree.UnRegist("SetText");
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behaviorTree.UnRegist("SetBtns");
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}
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private void SetText(object obj)
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{
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//Please notice that sometimes, \n maybe auto translate to \\n
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label.text = obj.ToString().Replace("\\n", "\n");
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}
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private void SetIcon(object obj)
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{
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int idx = (int)obj;
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portrait.texture = icons[idx % icons.Length];
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}
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public void OnClick(int x)
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{
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behaviorTree["index"] = x;
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behaviorTree.Dispatch("EvtIndex", behaviorTree);
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 6039b831965f5c649b7be5a9be67cd79
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,63 @@
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namespace BehaviorTreeSlayer
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{
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public class IndexSelector : CompositeNode
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{
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bool isDone = false;
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public override void Enter(object args)
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{
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(args as BehaviorTree).Regist("EvtIndex", OnEvent);
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Index = 0;
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}
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private void OnEvent(object args)
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{
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isDone = true;
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BehaviorTree tree = args as BehaviorTree;
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Index = (int)tree["index"] % childs.Count;//must set Index value before this
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}
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private TreeNode last;
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public override void Add(TreeNode component)
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{
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base.Add(component);
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Index = 0;
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state = TaskResult.None;
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last = null;
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}
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public override void Exit(object args)
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{
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(args as BehaviorTree).UnRegist("EvtIndex");
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isDone = false;
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Index = 0;
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}
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public override TaskResult Tick(double dt, object args = null)
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{
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if (!isDone)
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{
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return TaskResult.Running;
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}
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childs.Sort((a, b) => a.x < b.x ? -1 : 1);
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TreeNode curNode = childs[Index];
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if (last != curNode)
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{
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curNode.Enter(args);
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}
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TaskResult rst = curNode.Tick(dt, args);
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curNode.state = rst;
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last = curNode;
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if (rst == TaskResult.Running)
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{
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return TaskResult.Running;
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}
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else
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{
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//isDone = false;
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state = TaskResult.None;
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curNode.Exit(args);
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return TaskResult.OK;
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}
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}
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}
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}
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fileFormatVersion: 2
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@@ -0,0 +1,21 @@
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namespace BehaviorTreeSlayer
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{
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public class SetContent : ActionNode
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{
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[OutField]
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public int IconIdx;
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[OutField]
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public string Content;
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[OutField]
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public int BtnCount;
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public override TaskResult Tick(double dt, object args = null)
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{
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BehaviorTree behaviorTree = args as BehaviorTree;
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behaviorTree.Dispatch("SetText", Content);
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behaviorTree.Dispatch("SetIcon", IconIdx);
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behaviorTree.Dispatch("SetBtns", BtnCount);
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return TaskResult.OK;
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}
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}
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}
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Reference in New Issue
Block a user