125 lines
3.4 KiB
C#
125 lines
3.4 KiB
C#
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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 XNode;
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using RPGCreationKit.BehaviourTree;
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using UnityEditor;
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namespace RPGCreationKit.BehaviourTree
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{
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/// <summary>
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/// This node selects randomly only one output and attempts to execute it.
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/// </summary>
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[CreateNodeMenu("RPGCK_BehaviourTree/RandomSelectOneNode", order = 1)]
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[System.Serializable]
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public class RandomSelectOneNode : BTNode
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{
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[Output(ShowBackingValue.Never, ConnectionType.Multiple, TypeConstraint.None)] public BTNode outputs;
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// Use this for initialization
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protected override void Init()
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{
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base.Init();
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}
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public override void ReorderChild()
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{
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List<NodePort> endPorts = GetOutputPort("outputs").GetConnections();
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List<BTNode> nodes = new List<BTNode>();
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for (int i = 0; i < endPorts.Count; i++)
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nodes.Add((endPorts[i].node as BTNode));
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nodes.Sort(SortInGraphYPos);
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for (int i = 0; i < nodes.Count; i++)
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{
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BTNode btNode = nodes[i] as BTNode;
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btNode.indexInSequence = i;
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}
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}
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// Return the correct value of an output port when requested
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public override object GetValue(NodePort port)
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{
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return null; // Replace this
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}
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public int outputToExecute = 0;
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public override NodeState Execute()
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{
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if (!STARTED)
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OnStart();
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m_NodeState = NodeState.Running;
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List<NodePort> endPorts = GetOutputPort("outputs").GetConnections();
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switch ((endPorts[outputToExecute].node as BTNode).Execute())
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{
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case NodeState.Failure:
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break;
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case NodeState.Success:
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m_NodeState = NodeState.Success;
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return m_NodeState;
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case NodeState.Running:
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m_NodeState = NodeState.Running;
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return m_NodeState;
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default:
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break;
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}
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m_NodeState = NodeState.Failure;
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return m_NodeState;
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}
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public override void ReEvaluate()
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{
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base.ReEvaluate();
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hasEvaluated = false;
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if (m_NodeState != NodeState.Running && m_NodeState != NodeState.Null)
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OnStart();
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List<NodePort> endPorts = GetOutputPort("outputs").GetConnections();
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for (int i = 0; i < endPorts.Count; i++)
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{
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(endPorts[i].node as BTNode).ReEvaluate();
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}
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}
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public override void OnCreateConnection(NodePort from, NodePort to)
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{
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base.OnCreateConnection(from, to);
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#if UNITY_EDITOR
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EditorApplication.delayCall += ReorderChild;
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#endif
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}
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public override void OnRemoveConnection(NodePort port)
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{
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base.OnRemoveConnection(port);
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if (port.fieldName == "input")
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indexInSequence = -1;
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else if (port.fieldName == "outputs")
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{
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#if UNITY_EDITOR
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EditorApplication.delayCall += ReorderChild;
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#endif
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}
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}
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public override void OnStart()
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{
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outputToExecute = Random.Range(0, GetOutputPort("outputs").GetConnections().Count);
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STARTED = true;
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}
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}
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}
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