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条件节点和行为节点,这两种节点本身的设计比较简单,项目中编写行为树节点一般就是扩展这两种节点,而Decorator和Composite节点只需要使用内置的就足够了。 它们的继承关系如下: Conditional->Task Action->Task
代码如下: BTAction.lua 1 BTAction = BTTask:New(); 2 3 local this = BTAction; 4 5 function this:New() 6 local o = {}; 7 setmetatable(o, self); 8 self.__index = self; 9 return o; 10 end
BTConditional.lua 1 BTConditional = BTTask:New(); 2 3 local this = BTConditional; 4 5 function this:New() 6 local o = {}; 7 setmetatable(o, self); 8 self.__index = self; 9 return o; 10 end
BTLog.lua 1 --[[ 2 参考BehaviorDesigner-Action-Log 3 --]] 4 BTLog = BTAction:New(); 5 6 local this = BTLog; 7 8 function this:New(text) 9 local o = {}; 10 setmetatable(o, self); 11 self.__index = self; 12 o.text = text; 13 return o; 14 end 15 16 function this:OnUpdate() 17 print(self.text); 18 return BTTaskStatus.Success; 19 end
BTIsNullOrEmpty.lua 1 --[[ 2 参考BehaviorDesigner-Conditional-IsNullOrEmpty 3 --]] 4 BTIsNullOrEmpty = BTConditional:New(); 5 6 local this = BTIsNullOrEmpty; 7 8 function this:New(text) 9 local o = {}; 10 setmetatable(o, self); 11 self.__index = self; 12 o.text = text; 13 return o; 14 end 15 16 function this:OnUpdate() 17 if (not self.text or self.text == "") then 18 return BTTaskStatus.Success; 19 else 20 return BTTaskStatus.Failure; 21 end 22 end
TestBehaviorTree.lua 1 TestBehaviorTree = BTBehaviorTree:New(); 2 3 local this = TestBehaviorTree; 4 5 function this:New() 6 local o = {}; 7 setmetatable(o, self); 8 self.__index = self; 9 this:Init(); 10 return o; 11 end 12 13 function this:Init() 14 local sequence = BTSequence:New(); 15 local isNullOrEmpty = BTIsNullOrEmpty:New(""); 16 local log = BTLog:New("This is a empty string"); 17 sequence:AddChild(isNullOrEmpty); 18 sequence:AddChild(log); 19 this:PushTask(sequence); 20 end
输出如下: |
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