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  • [Unity插件]Lua行为树(十三):装饰节点完善

    之前介绍了组合节点中三大常用的节点:BTSequence、BTSelector和BTParallel,一般来说,这三种就够用了,可以满足很多的需求。

    接下来可以完善一下装饰节点,增加几种新的节点。

    1.BTInverter

     1 --[[
     2 结果取反:
     3 1.子节点返回Running,则节点返回Running
     4 2.子节点返回Success,则节点返回Failure
     5 3.子节点返回Failure,则节点返回Success
     6 --]]
     7 BTInverter = BTDecorator:New();
     8 
     9 local this = BTInverter;
    10 this.name = "BTInverter";
    11 
    12 function this:New()
    13     local o = {};
    14     setmetatable(o, self);
    15     self.__index = self;
    16     o.childTasks = {};
    17     return o;
    18 end
    19 
    20 function this:OnUpdate()
    21     if (not self.currentChildTask) then
    22         self.currentChildTask = self:GetChild();
    23         if (not self.currentChildTask) then
    24             return BTTaskStatus.Failure;
    25         end
    26     end
    27 
    28     self.executionStatus = self.currentChildTask:OnUpdate();
    29 
    30     if (self.executionStatus == BTTaskStatus.Running) then
    31         return BTTaskStatus.Running;
    32     elseif (self.executionStatus == BTTaskStatus.Success) then
    33         return BTTaskStatus.Failure;
    34     else
    35         return BTTaskStatus.Success;
    36     end
    37 end
    38 
    39 function this:Reset()
    40     self.executionStatus = BTTaskStatus.Inactive;
    41     BTParentTask.Reset(self);
    42 end

    测试:

     1 TestBehaviorTree2 = BTBehaviorTree:New();
     2 
     3 local this = TestBehaviorTree2;
     4 this.name = "TestBehaviorTree2";
     5 
     6 function this:New()
     7     local o = {};
     8     setmetatable(o, self);
     9     self.__index = self;
    10     o:Init();
    11     return o;
    12 end
    13 
    14 function this:Init()
    15     local sequence = BTSequence:New();
    16     local inverter = BTInverter:New();
    17     local isNullOrEmpty = BTIsNullOrEmpty:New("123");
    18     local log = BTLog:New("This is a tree!!!");
    19 
    20     self:SetStartTask(sequence);
    21 
    22     inverter:AddChild(isNullOrEmpty);
    23 
    24     sequence:AddChild(inverter);
    25     sequence:AddChild(log);
    26 end

    输出:

    2.BTReturnFailure

     1 --[[
     2 结果返回失败:
     3 1.子节点返回Running,则节点返回Running
     4 2.其余情况,则节点返回Failure
     5 --]]
     6 BTReturnFailure = BTDecorator:New();
     7 
     8 local this = BTReturnFailure;
     9 this.name = "BTReturnFailure";
    10 
    11 function this:New()
    12     local o = {};
    13     setmetatable(o, self);
    14     self.__index = self;
    15     o.childTasks = {};
    16     return o;
    17 end
    18 
    19 function this:OnUpdate()
    20     if (not self.currentChildTask) then
    21         self.currentChildTask = self:GetChild();
    22         if (not self.currentChildTask) then
    23             return BTTaskStatus.Failure;
    24         end
    25     end
    26 
    27     self.executionStatus = self.currentChildTask:OnUpdate();
    28 
    29     if (self.executionStatus == BTTaskStatus.Running) then
    30         return BTTaskStatus.Running;
    31     else
    32         return BTTaskStatus.Failure;
    33     end
    34 end
    35 
    36 function this:Reset()
    37     self.executionStatus = BTTaskStatus.Inactive;
    38     BTParentTask.Reset(self);
    39 end

    测试:

     1 TestBehaviorTree2 = BTBehaviorTree:New();
     2 
     3 local this = TestBehaviorTree2;
     4 this.name = "TestBehaviorTree2";
     5 
     6 function this:New()
     7     local o = {};
     8     setmetatable(o, self);
     9     self.__index = self;
    10     o:Init();
    11     return o;
    12 end
    13 
    14 function this:Init()
    15     local selector = BTSelector:New();
    16     local returnFailure = BTReturnFailure:New();
    17     local isNullOrEmpty = BTIsNullOrEmpty:New();
    18     local log = BTLog:New("This is a tree!!!");
    19 
    20     self:SetStartTask(selector);
    21 
    22     returnFailure:AddChild(isNullOrEmpty);
    23 
    24     selector:AddChild(returnFailure);
    25     selector:AddChild(log);
    26 end

    输出:

    3.BTUntilFailure

     1 --[[
     2 结果返回失败:
     3 1.子节点返回Failure,则节点返回Failure
     4 2.其余情况,则节点返回Running
     5 --]]
     6 BTUntilFailure = BTDecorator:New();
     7 
     8 local this = BTUntilFailure;
     9 this.name = "BTUntilFailure";
    10 
    11 function this:New()
    12     local o = {};
    13     setmetatable(o, self);
    14     self.__index = self;
    15     o.childTasks = {};
    16     return o;
    17 end
    18 
    19 function this:OnUpdate()
    20     if (not self.currentChildTask) then
    21         self.currentChildTask = self:GetChild();
    22         if (not self.currentChildTask) then
    23             return BTTaskStatus.Failure;
    24         end
    25     end
    26 
    27     self.executionStatus = self.currentChildTask:OnUpdate();
    28 
    29     if (self.executionStatus ~= BTTaskStatus.Failure) then
    30         return BTTaskStatus.Running;
    31     else
    32         return BTTaskStatus.Failure;
    33     end
    34 end
    35 
    36 function this:Reset()
    37     self.executionStatus = BTTaskStatus.Inactive;
    38     BTParentTask.Reset(self);
    39 end

    测试:

     1 TestBehaviorTree2 = BTBehaviorTree:New();
     2 
     3 local this = TestBehaviorTree2;
     4 this.name = "TestBehaviorTree2";
     5 
     6 function this:New()
     7     local o = {};
     8     setmetatable(o, self);
     9     self.__index = self;
    10     o:Init();
    11     return o;
    12 end
    13 
    14 function this:Init()
    15     local selector = BTSelector:New();
    16     local untilFailure = BTUntilFailure:New();
    17     local action = self:GetBTActionUniversal();
    18     local log = BTLog:New("This is a tree!!!");
    19 
    20     self:SetStartTask(selector);
    21 
    22     untilFailure:AddChild(action);
    23 
    24     selector:AddChild(untilFailure);
    25     selector:AddChild(log);
    26 end
    27 
    28 function this:GetBTActionUniversal()
    29     local count = 1;
    30     local a = function ()
    31         if (count == 1) then
    32             count = count + 1;
    33             print("11");
    34             return BTTaskStatus.Success;
    35         elseif (count == 2) then
    36             count = count + 1;
    37             print("22");
    38             return BTTaskStatus.Running;
    39         else
    40             print("33");
    41             return BTTaskStatus.Failure;
    42         end
    43     end
    44     local universal = BTActionUniversal:New(nil, a);
    45     return universal;
    46 end

    输出:

    最后给出这个系列的源码:

    https://pan.baidu.com/s/1QwjozJ3dEpqNRL04oLvfHw

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  • 原文地址:https://www.cnblogs.com/lyh916/p/9696021.html
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