Organize custom scripts and Shared under Assets/Scripts, and delete assembly definition files
This commit is contained in:
44
Assets/Scripts/Baba_yaga/AI NPC/BehavourTreeCore.cs
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44
Assets/Scripts/Baba_yaga/AI NPC/BehavourTreeCore.cs
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using System.Collections.Generic;
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using UnityEngine;
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public enum NodeState
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{
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Success, Failure, Running
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}
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public abstract class Node
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{
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protected NodeState state;
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public NodeState State => state;
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public abstract NodeState Evaluate();
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}
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public class Selector : Node
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{
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protected List<Node> nodes = new List<Node>(); // children nodes
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public Selector(List<Node> nodes)
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{
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this.nodes = nodes;
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}
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public override NodeState Evaluate()
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{
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foreach (var node in nodes)
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{
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switch (node.Evaluate())
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{
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case NodeState.Failure:
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continue;
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case NodeState.Success:
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state = NodeState.Success;
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return state;
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case NodeState.Running:
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state = NodeState.Running;
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return state;
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}
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}
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state = NodeState.Failure;
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return state;
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}
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}
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2
Assets/Scripts/Baba_yaga/AI NPC/BehavourTreeCore.cs.meta
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2
Assets/Scripts/Baba_yaga/AI NPC/BehavourTreeCore.cs.meta
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 05bb68bbe2862134ab45f5267ec4b6bb
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49
Assets/Scripts/Baba_yaga/AI NPC/ChatBubble.cs
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49
Assets/Scripts/Baba_yaga/AI NPC/ChatBubble.cs
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@@ -0,0 +1,49 @@
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using UnityEngine;
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using TMPro;
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using PrimeTween;
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namespace Baba_yaga.UI
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{
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[UnityEngine.Scripting.APIUpdating.MovedFrom(true, sourceNamespace: "Hallucinate.UI", sourceAssembly: "Opsive.UltimateCharacterController")]
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public class ChatBubble : MonoBehaviour
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{
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[SerializeField] private TextMeshProUGUI textDisplay;
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[SerializeField] private CanvasGroup canvasGroup;
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[SerializeField] private RectTransform bubbleRect;
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private Transform mainCameraTransform;
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private void Awake()
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{
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if (canvasGroup != null) canvasGroup.alpha = 0;
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// gameObject.SetActive(false); // Bỏ dòng này để tránh tắt nhầm NPC gốc
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}
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private void LateUpdate()
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{
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// Tìm Camera nếu chưa có (Tránh lỗi Null nếu Camera chưa spawn hoặc bị xóa)
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if (mainCameraTransform == null)
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{
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if (Camera.main != null) mainCameraTransform = Camera.main.transform;
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else return;
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}
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// Billboard effect
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transform.LookAt(transform.position + mainCameraTransform.rotation * Vector3.forward, mainCameraTransform.rotation * Vector3.up);
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}
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public void Show(string text, float duration = 4f)
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{
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gameObject.SetActive(true);
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textDisplay.text = text;
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// Animation using PrimeTween
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/*PrimeTween.Sequence.Create()
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.Group(Tween.Alpha(canvasGroup, 1f, 0.3f))
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.Group(Tween.Scale(bubbleRect, Vector3.zero, Vector3.one, 0.4f, Ease.OutBack))
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.Chain(Tween.Delay(duration))
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.Chain(Tween.Alpha(canvasGroup, 0f, 0.5f))
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.OnComplete(() => gameObject.SetActive(false));*/
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}
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}
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}
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2
Assets/Scripts/Baba_yaga/AI NPC/ChatBubble.cs.meta
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2
Assets/Scripts/Baba_yaga/AI NPC/ChatBubble.cs.meta
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: ea510cea4b9ed1547ae4725a2ded949a
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52
Assets/Scripts/Baba_yaga/AI NPC/FieldOfView.cs
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52
Assets/Scripts/Baba_yaga/AI NPC/FieldOfView.cs
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@@ -0,0 +1,52 @@
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using System.Collections;
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using UnityEngine;
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public class FieldOfView : MonoBehaviour
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{
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[Range(0, 360)]
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public float viewAngle = 90f;
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public float viewRadius = 20f;
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public LayerMask obstacleLayerMask;
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public LayerMask targetLayerMask;
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[HideInInspector] public bool canSeePlayer = false;
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[HideInInspector] public Vector3 lastKnownPlayerPosition;
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void Start()
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{
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StartCoroutine(FindTargetWithDelay(0.1f));
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}
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IEnumerator FindTargetWithDelay(float delay)
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{
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while (true)
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{
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yield return new WaitForSeconds(delay);
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FindVisibleTargets();
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}
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}
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private void FindVisibleTargets()
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{
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canSeePlayer = false;
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var colliders = Physics.OverlapSphere(transform.position, viewRadius, targetLayerMask);
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for (int i = 0; i < colliders.Length; i++)
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{
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var target = colliders[i].transform;
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var direction = (target.position - transform.position).normalized;
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var angle = Vector3.Angle(transform.forward, direction);
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if (angle < viewAngle / 2)
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{
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float distanceToTarget = Vector3.Distance(transform.position, target.position);
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if (!Physics.Raycast(transform.position, direction, distanceToTarget, obstacleLayerMask))
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{
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canSeePlayer = true;
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lastKnownPlayerPosition = target.position;
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Debug.DrawLine(transform.position, target.position, Color.blue, 1f);
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}
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}
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}
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}
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}
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2
Assets/Scripts/Baba_yaga/AI NPC/FieldOfView.cs.meta
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2
Assets/Scripts/Baba_yaga/AI NPC/FieldOfView.cs.meta
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 210b37cfe4a84a34a91d0a9e58856a60
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135
Assets/Scripts/Baba_yaga/AI NPC/GeminiService.cs
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135
Assets/Scripts/Baba_yaga/AI NPC/GeminiService.cs
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@@ -0,0 +1,135 @@
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using System;
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using System.Collections;
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using System.Text;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace Baba_yaga.AI
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{
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[Serializable]
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[UnityEngine.Scripting.APIUpdating.MovedFrom(true, sourceNamespace: "Hallucinate.AI", sourceAssembly: "Opsive.UltimateCharacterController")]
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public class Part { public string text; }
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[Serializable]
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[UnityEngine.Scripting.APIUpdating.MovedFrom(true, sourceNamespace: "Hallucinate.AI", sourceAssembly: "Opsive.UltimateCharacterController")]
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public class Content { public Part[] parts; }
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[Serializable]
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[UnityEngine.Scripting.APIUpdating.MovedFrom(true, sourceNamespace: "Hallucinate.AI", sourceAssembly: "Opsive.UltimateCharacterController")]
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public class Candidate { public Content content; }
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[Serializable]
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[UnityEngine.Scripting.APIUpdating.MovedFrom(true, sourceNamespace: "Hallucinate.AI", sourceAssembly: "Opsive.UltimateCharacterController")]
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public class GeminiResponse { public Candidate[] candidates; }
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[UnityEngine.Scripting.APIUpdating.MovedFrom(true, sourceNamespace: "Hallucinate.AI", sourceAssembly: "Opsive.UltimateCharacterController")]
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public class GeminiService : MonoBehaviour
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{
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public static GeminiService Instance { get; private set; }
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private int activeRequests = 0;
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private const int MAX_CONCURRENT_REQUESTS = 5;
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[SerializeField] private string[] apiKeys = { "YOUR_KEY_1", "YOUR_KEY_2" };
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private int currentKeyIndex = 0;
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[SerializeField] private string geminiURL = "https://generativelanguage.googleapis.com/v1beta/models/gemini-1.5-flash:generateContent";
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private float nextRequestTime = 0f;
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private string[] fallbackDialogues = {
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"{ \"text\": \"Nice weather, isn't it?\", \"speedMod\": 0.0, \"suspicionMod\": -5.0, \"aggressionMod\": 0.0, \"braveryMod\": 0.0, \"healthMod\": 0.0 }",
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"{ \"text\": \"Did you hear something? Probably just a rat.\", \"speedMod\": 0.0, \"suspicionMod\": 2.0, \"aggressionMod\": 0.1, \"braveryMod\": -5.0, \"healthMod\": 0.0 }",
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"{ \"text\": \"I'm so tired of this shift.\", \"speedMod\": -0.2, \"suspicionMod\": 0.0, \"aggressionMod\": -0.1, \"braveryMod\": 5.0, \"healthMod\": 0.0 }",
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"{ \"text\": \"You looks strong, I should be careful.\", \"speedMod\": 0.1, \"suspicionMod\": 5.0, \"aggressionMod\": -0.2, \"braveryMod\": 10.0, \"healthMod\": 0.0 }"
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};
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private void Awake()
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{
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if (Instance == null) { Instance = this; DontDestroyOnLoad(gameObject); }
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else { Destroy(gameObject); }
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}
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private string GetNextKey()
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{
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if (apiKeys == null || apiKeys.Length == 0) return "";
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string key = apiKeys[currentKeyIndex];
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currentKeyIndex = (currentKeyIndex + 1) % apiKeys.Length;
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return key;
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}
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public void GetResponse(string persona, string prompt, Action<string> onComplete)
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{
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if (Time.time < nextRequestTime)
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{
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Debug.LogWarning("[Gemini] API is cooling down. Using fallback.");
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onComplete?.Invoke(fallbackDialogues[UnityEngine.Random.Range(0, fallbackDialogues.Length)]);
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return;
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}
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if (activeRequests >= MAX_CONCURRENT_REQUESTS)
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{
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onComplete?.Invoke(fallbackDialogues[UnityEngine.Random.Range(0, fallbackDialogues.Length)]);
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return;
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}
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StartCoroutine(PostRequest(persona, prompt, onComplete));
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}
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private IEnumerator PostRequest(string persona, string prompt, Action<string> onComplete)
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{
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activeRequests++;
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string jsonInstruction = " Respond ONLY with a JSON object: { " +
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"'text': 'dialogue content', " +
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"'speedMod': 0.0 (change movement speed), " +
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"'suspicionMod': 0.0 (change suspicion level), " +
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"'aggressionMod': 0.0 (0.1 to 0.5 makes NPC shoot faster, negative makes them slower), " +
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"'braveryMod': 0.0 (positive makes them less likely to panic, negative makes them scared), " +
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"'healthMod': 0.0 (positive heals NPC, negative damages them) " +
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"}. Keep values realistic.";
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string escapedPersona = persona.Replace("\"", "\\\"");
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string escapedPrompt = prompt.Replace("\"", "\\\"");
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var jsonBody = $@"{{
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""systemInstruction"": {{""parts"": [{{ ""text"": ""{escapedPersona} {jsonInstruction}"" }}]}},
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""contents"": [{{""parts"": [{{ ""text"": ""{escapedPrompt}"" }}]}}],
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""generationConfig"": {{
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""maxOutputTokens"": 150,
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""temperature"": 0.8,
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""responseMimeType"": ""application/json""
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}}
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}}";
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var requestURL = $"{geminiURL}?key={GetNextKey()}";
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using (var request = new UnityWebRequest(requestURL, "POST"))
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{
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byte[] bodyRaw = Encoding.UTF8.GetBytes(jsonBody);
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request.uploadHandler = new UploadHandlerRaw(bodyRaw);
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request.downloadHandler = new DownloadHandlerBuffer();
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request.SetRequestHeader("Content-Type", "application/json");
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yield return request.SendWebRequest();
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if (request.result == UnityWebRequest.Result.Success)
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{
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var response = JsonUtility.FromJson<GeminiResponse>(request.downloadHandler.text);
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if (response?.candidates?.Length > 0 && response.candidates[0].content?.parts?.Length > 0)
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{
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onComplete?.Invoke(response.candidates[0].content.parts[0].text);
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}
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}
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else
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{
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Debug.LogError($"[Gemini] API Error: {request.error}");
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if (request.responseCode == 429)
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{
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nextRequestTime = Time.time + 60f;
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}
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onComplete?.Invoke(fallbackDialogues[UnityEngine.Random.Range(0, fallbackDialogues.Length)]);
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}
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}
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activeRequests--;
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}
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}
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}
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2
Assets/Scripts/Baba_yaga/AI NPC/GeminiService.cs.meta
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2
Assets/Scripts/Baba_yaga/AI NPC/GeminiService.cs.meta
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: a859fc8e9ec10a347a3704b6045ca7e8
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198
Assets/Scripts/Baba_yaga/AI NPC/KamikazeAI.cs
Normal file
198
Assets/Scripts/Baba_yaga/AI NPC/KamikazeAI.cs
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@@ -0,0 +1,198 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.AI;
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[RequireComponent(typeof(NavMeshAgent))]
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public class KamikazeAI : MonoBehaviour
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{
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[Header("References")]
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public Transform player;
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[Header("Detection")]
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public float detectRange = 15f;
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private bool canSeePlayer = false;
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[Header("Movement & Random Patrol")]
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public float patrolSpeed = 2.5f;
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public float chaseSpeed = 7f;
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public float patrolRadius = 12f; // Bán kính của khu vực tuần tra ngẫu nhiên
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public float patrolWaitTime = 2f; // Thời gian đứng nghỉ trước khi đổi sang điểm ngẫu nhiên mới
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private Vector3 startPosition; // Tâm của khu vực tuần tra (Vị trí ban đầu)
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private float currentWaitTime;
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private NavMeshAgent agent;
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private bool isExploding = false;
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public Node behaviorTreeRoot;
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public GameObject explosionEffectPrefab;
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private void Start()
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{
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agent = GetComponent<NavMeshAgent>();
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// Lưu lại vị trí xuất phát để làm tâm, NPC sẽ chỉ đi loay hoay quanh khu vực này
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startPosition = transform.position;
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InitBehaviorTree();
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}
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||||
|
||||
private void Update()
|
||||
{
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if (isExploding) return;
|
||||
|
||||
if (player == null) FindPlayer();
|
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else CheckVision();
|
||||
|
||||
behaviorTreeRoot?.Evaluate();
|
||||
}
|
||||
|
||||
private void FindPlayer()
|
||||
{
|
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GameObject playerObj = GameObject.FindGameObjectWithTag("Player");
|
||||
if (playerObj != null) player = playerObj.transform;
|
||||
}
|
||||
|
||||
private void CheckVision()
|
||||
{
|
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if (Vector3.Distance(transform.position, player.position) <= detectRange)
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canSeePlayer = true;
|
||||
else
|
||||
canSeePlayer = false;
|
||||
}
|
||||
|
||||
private void InitBehaviorTree()
|
||||
{
|
||||
var explodeSequence = new Sequence(new List<Node>
|
||||
{
|
||||
new TaskNode(CheckIsCloseEnoughToExplode),
|
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new TaskNode(ActionTriggerExplosion)
|
||||
});
|
||||
|
||||
var chaseSequence = new Sequence(new List<Node>
|
||||
{
|
||||
new TaskNode(CheckCanSeePlayer),
|
||||
new TaskNode(ActionChase)
|
||||
});
|
||||
|
||||
// Hành động tuần tra ngẫu nhiên
|
||||
var patrolNode = new TaskNode(ActionRandomPatrol);
|
||||
|
||||
behaviorTreeRoot = new Selector(new List<Node>
|
||||
{
|
||||
explodeSequence,
|
||||
chaseSequence,
|
||||
patrolNode
|
||||
});
|
||||
}
|
||||
|
||||
#region CONDITIONS
|
||||
|
||||
private NodeState CheckCanSeePlayer()
|
||||
{
|
||||
return canSeePlayer ? NodeState.Success : NodeState.Failure;
|
||||
}
|
||||
|
||||
private NodeState CheckIsCloseEnoughToExplode()
|
||||
{
|
||||
if (player == null) return NodeState.Failure;
|
||||
float dist = Vector3.Distance(transform.position, player.position);
|
||||
return dist <= 3f ? NodeState.Success : NodeState.Failure;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region ACTIONS
|
||||
|
||||
// HÀM TUẦN TRA NGẪU NHIÊN MỚI
|
||||
private NodeState ActionRandomPatrol()
|
||||
{
|
||||
// Debug.Log("Wandering randomly...");
|
||||
agent.isStopped = false;
|
||||
agent.speed = patrolSpeed;
|
||||
|
||||
// Kiểm tra xem NPC đã đi đến điểm ngẫu nhiên hiện tại chưa
|
||||
if (!agent.pathPending && agent.remainingDistance <= agent.stoppingDistance)
|
||||
{
|
||||
currentWaitTime += Time.deltaTime;
|
||||
|
||||
// Đứng đợi hết thời gian quy định rồi mới tìm đường mới
|
||||
if (currentWaitTime >= patrolWaitTime)
|
||||
{
|
||||
// 1. Lấy một điểm ngẫu nhiên trong không gian hình cầu dựa trên bán kính
|
||||
Vector3 randomDirection = Random.insideUnitSphere * patrolRadius;
|
||||
randomDirection += startPosition; // Cộng với tâm ban đầu để giới hạn khu vực
|
||||
|
||||
NavMeshHit hit;
|
||||
// 2. Ép tọa độ ngẫu nhiên đó phải nằm TRÊN bề mặt xanh của NavMesh (tránh kẹt tường)
|
||||
// Số 1 ở cuối là Area Mask (thường là Walkable)
|
||||
if (NavMesh.SamplePosition(randomDirection, out hit, patrolRadius, 1))
|
||||
{
|
||||
agent.SetDestination(hit.position);
|
||||
}
|
||||
|
||||
currentWaitTime = 0f; // Reset thời gian chờ
|
||||
}
|
||||
}
|
||||
|
||||
return NodeState.Running;
|
||||
}
|
||||
|
||||
private NodeState ActionChase()
|
||||
{
|
||||
if (player == null) return NodeState.Failure;
|
||||
|
||||
Debug.Log("Kamikaze is rushing you!");
|
||||
agent.isStopped = false;
|
||||
agent.speed = chaseSpeed;
|
||||
agent.SetDestination(player.position);
|
||||
|
||||
return NodeState.Running;
|
||||
}
|
||||
|
||||
private NodeState ActionTriggerExplosion()
|
||||
{
|
||||
StartCoroutine(ExplosionRoutine());
|
||||
return NodeState.Success;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region EXPLOSION LOGIC
|
||||
|
||||
private IEnumerator ExplosionRoutine()
|
||||
{
|
||||
isExploding = true;
|
||||
agent.isStopped = true;
|
||||
agent.velocity = Vector3.zero;
|
||||
|
||||
Debug.Log("BOMB ARMED!");
|
||||
yield return new WaitForSeconds(1.5f);
|
||||
|
||||
if (player != null)
|
||||
{
|
||||
float distToPlayer = Vector3.Distance(transform.position, player.position);
|
||||
if (distToPlayer <= 4f)
|
||||
{
|
||||
Debug.Log("BOOM! Player took damage!");
|
||||
}
|
||||
}
|
||||
|
||||
if (explosionEffectPrefab != null)
|
||||
{
|
||||
Instantiate(explosionEffectPrefab, transform.position, Quaternion.identity);
|
||||
}
|
||||
|
||||
Destroy(gameObject);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
// Vẽ vùng giới hạn tuần tra màu xanh lá cây trên Scene để bạn dễ căn chỉnh độ rộng
|
||||
private void OnDrawGizmosSelected()
|
||||
{
|
||||
Gizmos.color = Color.green;
|
||||
// Nếu game đang chạy thì vẽ quanh tâm startPosition, nếu chưa chạy thì vẽ quanh vị trí hiện tại
|
||||
Vector3 center = Application.isPlaying ? startPosition : transform.position;
|
||||
Gizmos.DrawWireSphere(center, patrolRadius);
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/Baba_yaga/AI NPC/KamikazeAI.cs.meta
Normal file
2
Assets/Scripts/Baba_yaga/AI NPC/KamikazeAI.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6008ec58fb909034abd7293b55f0d558
|
||||
47
Assets/Scripts/Baba_yaga/AI NPC/Sequence.cs
Normal file
47
Assets/Scripts/Baba_yaga/AI NPC/Sequence.cs
Normal file
@@ -0,0 +1,47 @@
|
||||
using System.Collections.Generic;
|
||||
|
||||
public class Sequence : Node
|
||||
{
|
||||
private List<Node> nodes = new List<Node>();
|
||||
|
||||
public Sequence(List<Node> nodes)
|
||||
{
|
||||
this.nodes = nodes;
|
||||
}
|
||||
|
||||
public override NodeState Evaluate()
|
||||
{
|
||||
var isAnyChildRunning = false;
|
||||
foreach (var node in nodes)
|
||||
{
|
||||
switch (node.Evaluate())
|
||||
{
|
||||
case NodeState.Failure:
|
||||
state = NodeState.Failure;
|
||||
return state;
|
||||
case NodeState.Success:
|
||||
continue;
|
||||
case NodeState.Running:
|
||||
isAnyChildRunning = true;
|
||||
continue;
|
||||
}
|
||||
}
|
||||
state = isAnyChildRunning ? NodeState.Running : NodeState.Success;
|
||||
return state;
|
||||
}
|
||||
}
|
||||
public class TaskNode : Node
|
||||
{
|
||||
public delegate NodeState TaskDelegate();
|
||||
private TaskDelegate action;
|
||||
|
||||
public TaskNode(TaskDelegate action)
|
||||
{
|
||||
this.action = action;
|
||||
}
|
||||
|
||||
public override NodeState Evaluate()
|
||||
{
|
||||
return action();
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/Baba_yaga/AI NPC/Sequence.cs.meta
Normal file
2
Assets/Scripts/Baba_yaga/AI NPC/Sequence.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bfbdb66c26ddee84199051308b223b09
|
||||
Reference in New Issue
Block a user