临时提交尝试将状态机xml改成Json

This commit is contained in:
DESKTOP-5RP3AKU\Jisol
2024-11-13 19:47:48 +08:00
parent de8b204ebd
commit ae81ee6c84
316 changed files with 13752 additions and 35589 deletions

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using JNGame.Math;
using UnityEngine;
namespace BehaviorTreeSlayer
{
public class ChangeColor : ActionNode
{
[OutField]
public Color color;
public override TaskResult Tick(LFloat dt, object args = null)
{
BehaviorTree behaviorTree = args as BehaviorTree;
GameObject obj = behaviorTree["Cube"] as GameObject;
Renderer rd = obj.GetComponent<Renderer>();
rd.material.color = color;
return base.Tick(dt, args);
}
}
}

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using JNGame.Math;
using UnityEngine;
namespace BehaviorTreeSlayer
{
public class MoveTo : ActionNode
{
[OutField]
public string ItemName;
[OutField]
public LVector3 Pos;
[OutField]
public LFloat Speed;
GameObject obj;
LFloat s;
[ShowMe("Time {0:F2}")]//You can use string to show infomation on nodeview
LFloat t;
LVector3 startPos;
public override void Enter(object args)
{
BehaviorTree behaviorTree = args as BehaviorTree;
obj = behaviorTree[ItemName] as GameObject;
startPos = obj.transform.position.ToLVector3();
s = LVector3.Distance(Pos, startPos) / Speed;
t = 0;
}
public override TaskResult Tick(LFloat dt, object args = null)
{
t += dt;
obj.transform.position = LVector3.Lerp(startPos, Pos, t / s).ToVector3();
if (t > s)
{
return TaskResult.OK;
}
else
{
return TaskResult.Running;
}
}
}
}

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<?xml version="1.0"?>
<Entry xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<x>
<rawValue>380000000</rawValue>
</x>
<y>
<rawValue>-60000000</rawValue>
</y>
<childs>
<TreeNode xsi:type="Repeat">
<x>
<rawValue>380000000</rawValue>
</x>
<y>
<rawValue>60000000</rawValue>
</y>
<childs>
<TreeNode xsi:type="Sequence">
<x>
<rawValue>320000000</rawValue>
</x>
<y>
<rawValue>220000000</rawValue>
</y>
<childs>
<TreeNode xsi:type="MoveTo">
<x>
<rawValue>160000000</rawValue>
</x>
<y>
<rawValue>340000000</rawValue>
</y>
<ItemName>Cube</ItemName>
<Pos>
<x>
<rawValue>10000000</rawValue>
</x>
<y>
<rawValue>0</rawValue>
</y>
<z>
<rawValue>0</rawValue>
</z>
</Pos>
<Speed>
<rawValue>1000000</rawValue>
</Speed>
</TreeNode>
<TreeNode xsi:type="ChangeColor">
<x>
<rawValue>320000000</rawValue>
</x>
<y>
<rawValue>420000000</rawValue>
</y>
<color>
<r>0.2166667</r>
<g>0</g>
<b>1</b>
<a>1</a>
</color>
</TreeNode>
<TreeNode xsi:type="MoveTo">
<x>
<rawValue>500000000</rawValue>
</x>
<y>
<rawValue>400000000</rawValue>
</y>
<ItemName>Cube</ItemName>
<Pos>
<x>
<rawValue>-10000000</rawValue>
</x>
<y>
<rawValue>0</rawValue>
</y>
<z>
<rawValue>0</rawValue>
</z>
</Pos>
<Speed>
<rawValue>1000000</rawValue>
</Speed>
</TreeNode>
<TreeNode xsi:type="ChangeColor">
<x>
<rawValue>680000000</rawValue>
</x>
<y>
<rawValue>360000000</rawValue>
</y>
<color>
<r>0</r>
<g>1</g>
<b>0.3166666</b>
<a>1</a>
</color>
</TreeNode>
</childs>
</TreeNode>
</childs>
</TreeNode>
</childs>
</Entry>

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<x>
<rawValue>380000000</rawValue>
</x>
<y>
<rawValue>-60000000</rawValue>
</y>
<childs>
<TreeNode xsi:type="Repeat">
<x>
<rawValue>380000000</rawValue>
</x>
<y>
<rawValue>60000000</rawValue>
</y>
<childs>
<TreeNode xsi:type="Sequence">
<x>
<rawValue>320000000</rawValue>
</x>
<y>
<rawValue>220000000</rawValue>
</y>
<childs>
<TreeNode xsi:type="MoveTo">
<x>
<rawValue>160000000</rawValue>
</x>
<y>
<rawValue>340000000</rawValue>
</y>
<ItemName>Cube</ItemName>
<Pos>
<x>
<rawValue>10000000</rawValue>
</x>
<y>
<rawValue>0</rawValue>
</y>
<z>
<rawValue>0</rawValue>
</z>
</Pos>
<Speed>
<rawValue>1000000</rawValue>
</Speed>
</TreeNode>
<TreeNode xsi:type="ChangeColor">
<x>
<rawValue>320000000</rawValue>
</x>
<y>
<rawValue>420000000</rawValue>
</y>
<color>
<r>0.2166667</r>
<g>0</g>
<b>1</b>
<a>1</a>
</color>
</TreeNode>
<TreeNode xsi:type="MoveTo">
<x>
<rawValue>500000000</rawValue>
</x>
<y>
<rawValue>400000000</rawValue>
</y>
<ItemName>Cube</ItemName>
<Pos>
<x>
<rawValue>-10000000</rawValue>
</x>
<y>
<rawValue>0</rawValue>
</y>
<z>
<rawValue>0</rawValue>
</z>
</Pos>
<Speed>
<rawValue>1000000</rawValue>
</Speed>
</TreeNode>
<TreeNode xsi:type="ChangeColor">
<x>
<rawValue>680000000</rawValue>
</x>
<y>
<rawValue>360000000</rawValue>
</y>
<color>
<r>0</r>
<g>1</g>
<b>0.3166666</b>
<a>1</a>
</color>
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</TreeNode>
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using System;
using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// Dialog Example
/// Multiple event calls to modify the contents of a dialog box are not recommended,
/// Usually, I will choose to conduct actual dialogue development in combination with some kind of configuration table system,
/// But doing so here can make users learn BehaviorTreeSystem more simply and clearly
/// <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>
/// ͨ<><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>
/// <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>
///
/// The behavior tree can quickly build a dialogue system and speed up the development of the plot system
/// <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>
/// </summary>
public class Example2 : MonoBehaviour
{
[SerializeField]
Transform m_grid;
[SerializeField]
BehaviorTreeSlayer.BehaviorTree behaviorTree;
[SerializeField]
Texture2D[] icons;
[SerializeField]
Text label;
[SerializeField]
RawImage portrait;
private void Start()
{
behaviorTree.Regist("SetIcon", SetIcon);
behaviorTree.Regist("SetText", SetText);
behaviorTree.Regist("SetBtns", SetBtns);
}
private void SetBtns(object obj)
{
int count = (int)obj;
for (int i = 0; i < count; i++)
{
m_grid.GetChild(i).gameObject.SetActive(true);
}
for (int i = count; i < m_grid.childCount; i++)
{
m_grid.GetChild(i).gameObject.SetActive(false);
}
}
private void OnDestroy()
{
behaviorTree.UnRegist("SetIcon");
behaviorTree.UnRegist("SetText");
behaviorTree.UnRegist("SetBtns");
}
private void SetText(object obj)
{
//Please notice that sometimes, \n maybe auto translate to \\n
label.text = obj.ToString().Replace("\\n", "\n");
}
private void SetIcon(object obj)
{
int idx = (int)obj;
portrait.texture = icons[idx % icons.Length];
}
public void OnClick(int x)
{
behaviorTree["index"] = x;
behaviorTree.Dispatch("EvtIndex", behaviorTree);
}
}

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using JNGame.Math;
namespace BehaviorTreeSlayer
{
public class IndexSelector : CompositeNode
{
bool isDone = false;
public override void Enter(object args)
{
(args as BehaviorTree).Regist("EvtIndex", OnEvent);
Index = 0;
}
private void OnEvent(object args)
{
isDone = true;
BehaviorTree tree = args as BehaviorTree;
Index = (int)tree["index"] % childs.Count;//must set Index value before this
}
private TreeNode last;
public override void Add(TreeNode component)
{
base.Add(component);
Index = 0;
state = TaskResult.None;
last = null;
}
public override void Exit(object args)
{
(args as BehaviorTree).UnRegist("EvtIndex");
isDone = false;
Index = 0;
}
public override TaskResult Tick(LFloat dt, object args = null)
{
if (!isDone)
{
return TaskResult.Running;
}
childs.Sort((a, b) => a.x < b.x ? -1 : 1);
TreeNode curNode = childs[Index];
if (last != curNode)
{
curNode.Enter(args);
}
TaskResult rst = curNode.Tick(dt, args);
curNode.state = rst;
last = curNode;
if (rst == TaskResult.Running)
{
return TaskResult.Running;
}
else
{
//isDone = false;
state = TaskResult.None;
curNode.Exit(args);
return TaskResult.OK;
}
}
}
}

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using JNGame.Math;
namespace BehaviorTreeSlayer
{
public class SetContent : ActionNode
{
[OutField]
public int IconIdx;
[OutField]
public string Content;
[OutField]
public int BtnCount;
public override TaskResult Tick(LFloat dt, object args = null)
{
BehaviorTree behaviorTree = args as BehaviorTree;
behaviorTree.Dispatch("SetText", Content);
behaviorTree.Dispatch("SetIcon", IconIdx);
behaviorTree.Dispatch("SetBtns", BtnCount);
return TaskResult.OK;
}
}
}

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<?xml version="1.0"?>
<Entry xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<x>3980</x>
<y>2100</y>
<childs>
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<x>3920</x>
<y>2300</y>
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<x>3760</x>
<y>2460</y>
<childs>
<TreeNode xsi:type="SetContent">
<x>3660</x>
<y>2640</y>
<IconIdx>0</IconIdx>
<Content>Lily \n Greeting my lord~</Content>
<BtnCount>2</BtnCount>
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<TreeNode xsi:type="SetContent">
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<Content>Joe\n Hi</Content>
<BtnCount>1</BtnCount>
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using System;
[Serializable]
public class DragonSlayer
{
public int Id;
public string Name;
public string Des;
public override string ToString()
{
return Id + "," + Name + "," + Des;
}
public static DragonSlayer Parser(string data)
{
if (string.IsNullOrEmpty(data))
{
return null;
}
DragonSlayer slayer = new DragonSlayer();
string[] split = data.Trim().Split(',');
if (split.Length < 3)
{
return null;
}
int.TryParse(split[0], out slayer.Id);
slayer.Name = split[1];
slayer.Des = split[2];
return slayer;
}
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using UnityEditor;
using BehaviorTreeSlayer;
using JNGame.Math;
namespace BehaviorTreeSlayerEditor
{
public class SlayerAction : ActionNode
{ /// <summary>
/// I don't know how to regist a method in the static domain elegant. That's all I can do
/// </summary>
[System.Xml.Serialization.XmlIgnore]
static int dm = Init();
[OutField]
public DragonSlayer MySlayer = new DragonSlayer();
public override TaskResult Tick(LFloat dt, object args = null)
{
UnityEngine.Debug.Log(MySlayer?.ToString());
return base.Tick(dt, args);
}
private static int Init()
{
SlayerUtils.RegistCustomParser<DragonSlayer>(DragonSlayer.Parser);
return 0;
}
}
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<MySlayer>
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using System.Collections;
using System.Collections.Generic;
using JNGame.Math;
using UnityEngine;
namespace BehaviorTreeSlayer
{
public class CreateItem : ActionNode
{
[OutField]
public Color EggColor;
[OutField]
public string ItemName = "egg";
public override TaskResult Tick(LFloat dt, object args = null)
{
BehaviorTree behaviorTree = args as BehaviorTree;
GameObject obj = behaviorTree[ItemName] as GameObject;
GameObject egg = GameObject.Instantiate(obj);
var x1 = (behaviorTree.RandomFloat() * LFloat.L5 - (new LFloat("",2500)));
var x2 = (behaviorTree.RandomFloat() * 3.ToLFloat() - (new LFloat("",1500)));
var x3 = LFloat.L0;
LVector3 bias = new LVector3(x1,x2,x3);
egg.transform.position = behaviorTree.transform.position + bias.ToVector3();
egg.GetComponent<SpriteRenderer>().color = EggColor;
return base.Tick(dt, args);
}
}
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[OutField(typeof(UnityEngine.Texture2D))]
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public ExampleEunm MyEnum;
[OutField]
public int[] Num, K, M, N, H, O, P;
[OutField]
[ShowMe]
public string Log2 = "taopc", Log3, Log4 = "OK";
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Whether your assets are recorded
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No need to run. Open the behavior tree of
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Example06 : MonoBehaviour
{
public BehaviorTreeSlayer.BehaviorTree BTree;
public void OnEvent()
{
BTree.Dispatch("EvtNext", BTree);
}
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using JNGame.Math;
namespace BehaviorTreeSlayer
{
public class Idle : ActionNode
{
public override TaskResult Tick(LFloat dt, object args = null)
{
return TaskResult.Running;
}
}
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行为树杀手 v1.0 2022/6/8
F&Q:
操作:
如何添加节点到黑板?
在空白位置点击右键,弹出的上下文菜单中选择要添加到黑板的节点
如何向上下文菜单添加节点?
编写脚本继承了某些基类,会自动出现在菜单里,更多细节请参考 Actions 等目录下的脚本
如何移动黑板?
1.拨动鼠标滚轮可以上下移动黑板
2.按住左Ctrl键+鼠标左键,移动鼠标,松开鼠标停止拖动
找不到Entry节点了怎么办
点击第一排的 Locate 按钮可以快速帮您把 Entry 节点 移动到黑板中央
如何改变连接线样式?
点击第一排的 LineType 按钮可以在3种样式中切换
【非常重要】重命名节点类后反序列化报错怎么办?
序列化使用了XML技术当一颗行为树被序列化成XML文件后以经失去了和源代码的关联所以没有很好的办法跟着一起改变如果我强行使用文件 System.IO 来修改XML文件存在不可控的风险所以只能依靠用户自己手动修改XML文件来保证反序列化正常进行因为Unity textasset 只能识别 txt文件,所以行为树序列化生成的xml实际上是以.txt 作为后缀的XML很容易阅读用户可以根据需要随意修改这个文件把类名改为正确的类名即可
示例在哪里?
搜索 Examples 目录,现在有的,将来会加的示例都会放这里
如何学习行为树?
网上有非常多的资料能教会您行为树是如何工作的,最最核心的节点就是 Sequence 和 Selector 节点,理解了这两个节点,基本上就掌握了一半树行为树的设计思想,它们有点像 if 语句,判断条件被替换成了一个一个节点,你可以随意组装复用它们

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Behavior tree v1.0 2022/6/8
F&Q:
How to add nodes to the blackboard?
Right click in the blank position and select the node to be added to the blackboard from the pop-up context menu
How do I add a node to a context menu?
The script inherits some base classes and will automatically appear in the menu. For more details, please refer to the scripts under actions and other directories
How do I move the blackboard?
1. move the mouse wheel to move the blackboard up and down
2. press and hold the left Ctrl + left mouse button, move the mouse, release the mouse and stop dragging
What if the entry node is not found?
Click the locate button in the first row to quickly move the entry node to the center of the blackboard
How do I change the connector style?
Click the linetype button in the first row to switch among the three styles
[very important] what about deserialization error after renaming a node class?
Serialization uses XML technology. When a behavior tree is serialized into an XML file, it loses its association with the source code, so there is no good way to change it. If I force the file system There are uncontrollable risks in modifying XML files through IO, so the user can only manually modify the XML files to ensure the normal deserialization. Because unity textasset can only recognize txt files, the XML generated by behavior tree serialization is actually based on Txt as the suffix, XML is easy to read. Users can modify this file at will according to their needs, and change the class name to the correct class name
Where are the examples?
Search the examples directory. The examples that are available now and will be added in the future will be placed here
How to learn the behavior tree?
There are many materials on the Internet that can teach you how the behavior tree works. The core nodes are the sequence and selector nodes. Understanding these two nodes, you can basically master the design idea of half the tree behavior treeThey are a bit like if statements. The judgment conditions are replaced by nodes one by one. You can assemble and reuse them at will

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