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1 | | -using Assets.Scripts.AI.Components; |
2 | | -using System; |
3 | | -using System.Collections; |
4 | | -using System.Collections.Generic; |
5 | | -using UnityEngine; |
6 | | -using Newtonsoft.Json; |
7 | | -using System.ComponentModel; |
8 | | - |
9 | | -namespace Assets.Scripts.AI |
10 | | -{ |
11 | | - public class BehaviorManager : MonoBehaviour |
12 | | - { |
13 | | - public string FileName = ""; |
14 | | - /// <summary> |
15 | | - /// The file to actually save/load to/from. |
16 | | - /// </summary> |
17 | | - [JsonIgnore] |
18 | | - [Description("The currently loaded tree asset that will be run.")] |
19 | | - public BehaviorTreeManagerAsset BehaviorTreeFile; |
20 | | - |
21 | | - /// <summary> |
22 | | - /// Primary Runner for this manager. |
23 | | - /// Runs all sub-behaviors/trees at the same time using the specified parallelrunner attributes. |
24 | | - /// </summary> |
25 | | - private ParallelRunner runner = new ParallelRunner("Main Root", -1, -1); |
26 | | - public ParallelRunner Runner |
27 | | - { |
28 | | - get |
29 | | - { |
30 | | - return runner; |
31 | | - } |
32 | | - |
33 | | - set |
34 | | - { |
35 | | - runner = value; |
36 | | - } |
37 | | - } |
38 | | - |
39 | | - /// <summary> |
40 | | - /// Seconds between every tick. At "0" this will tick every frame (basically an update loop) |
41 | | - /// </summary> |
42 | | - [SerializeField] |
43 | | - [Description("Seconds between every tick. At 0 this will tick every frame")] |
44 | | - public float SecondsBetweenTicks = 0.1f; |
45 | | - |
46 | | - /// <summary> |
47 | | - /// Number of times to tick the full trees. Set to a negative number to make an infinitely running behavior tree. |
48 | | - /// </summary> |
49 | | - [SerializeField] |
50 | | - [Description("Times to tick this tree before stopping. Negative values indicate infinitely running behavior.")] |
51 | | - public int TimesToTick = 10; |
52 | | - |
53 | | - [Description("Open a list to splice other trees into this tree.")] |
54 | | - public bool spliceNewIntoTree = false; |
55 | | - /// <summary> |
56 | | - /// A list of trees to splice into the current tree. These trees are not directly editable. |
57 | | - /// </summary> |
58 | | - [JsonIgnore] |
59 | | - public List<BehaviorTreeManagerAsset> SpliceList; |
60 | | - |
61 | | - private bool initialized = false; |
62 | | - |
63 | | - void OnEnable() |
64 | | - { |
65 | | - InitIfNeeded(); |
66 | | - } |
67 | | - |
68 | | - public void InitIfNeeded() |
69 | | - { |
70 | | - if (initialized == false) |
71 | | - { |
72 | | - Reinitialize(); |
73 | | - } |
74 | | - } |
75 | | - |
76 | | - public void Reinitialize() |
77 | | - { |
78 | | - //TODO: Change to runner extension (?) |
79 | | - Runner = BehaviorTreeFile.LoadFromJSON(this); |
80 | | - |
81 | | - |
82 | | - if(spliceNewIntoTree) SpliceIntoRunner(); |
83 | | - initialized = true; |
84 | | - } |
85 | | - |
86 | | - //TODO: Add ILogger *(perhaps Observer pattern? This is our "singleton")* |
87 | | - //Dispatch messages to observed classes and receive that information here... |
88 | | - //How to store? List? Dictionary? My face? Cat Pictures? |
89 | | - |
90 | | - /// <summary> |
91 | | - /// Ticks on the aggregate ParallelRunner then continues ticking for as long as the runner is in running state |
92 | | - /// </summary> |
93 | | - /// <returns></returns> |
94 | | - IEnumerator Start() |
95 | | - { |
96 | | - WaitForSeconds wfs = new WaitForSeconds(SecondsBetweenTicks); |
97 | | - |
98 | | - Debug.Log("Starting ticks on Runner: \n\t" + Runner.ToString()); |
99 | | - yield return Runner.Tick(); |
100 | | - while (Runner.CurrentState == BehaviorState.Running && (TimesToTick != 0)) |
101 | | - { |
102 | | - yield return StartCoroutine(Runner.Tick(wfs)); |
103 | | - --TimesToTick; |
104 | | - } |
105 | | - |
106 | | - Debug.Log("All Coroutines Should be DONE now! Ending all to make sure...."); |
107 | | - StopAllCoroutines(); |
108 | | - } |
109 | | - |
110 | | - /// <summary> |
111 | | - /// Splice all trees in the "splice" area of the editor and return "true" if new trees were spliced. |
112 | | - /// </summary> |
113 | | - /// <returns></returns> |
114 | | - public bool SpliceIntoRunner() |
115 | | - { |
116 | | - if (SpliceList != null) |
117 | | - { |
118 | | - foreach (var behaviorAsset in SpliceList) |
119 | | - { |
120 | | - if (behaviorAsset == null) return false; |
121 | | - |
122 | | - var spliceTree = behaviorAsset.LoadFromJSON(); |
123 | | - |
124 | | - foreach (var behavior in spliceTree.Children) |
125 | | - { |
126 | | - if (behavior.Depth == -1 || behavior.Name == "root") continue; |
127 | | - |
128 | | - dynamic newBehavior = Activator.CreateInstance(Type.GetType(((BehaviorTreeElement)behavior).ElementType), |
129 | | - behavior.Name, behavior.Depth, behavior.ID); |
130 | | - newBehavior.BehaviorTreeManager = this; |
131 | | - Runner.AddChild(newBehavior); |
132 | | - } |
133 | | - } |
134 | | - |
135 | | - return true; |
136 | | - } |
137 | | - else return false; |
138 | | - } |
139 | | - } |
140 | | -} |
| 1 | +using Assets.Scripts.AI.Components; |
| 2 | +using System; |
| 3 | +using System.Collections; |
| 4 | +using System.Collections.Generic; |
| 5 | +using UnityEngine; |
| 6 | +using Newtonsoft.Json; |
| 7 | +using System.ComponentModel; |
| 8 | + |
| 9 | +namespace Assets.Scripts.AI |
| 10 | +{ |
| 11 | + public class BehaviorManager : MonoBehaviour, ILo |
| 12 | + { |
| 13 | + public string FileName = ""; |
| 14 | + /// <summary> |
| 15 | + /// The file to actually save/load to/from. |
| 16 | + /// </summary> |
| 17 | + [JsonIgnore] |
| 18 | + [Description("The currently loaded tree asset that will be run.")] |
| 19 | + public BehaviorTreeManagerAsset BehaviorTreeFile; |
| 20 | + public ParallelRunner Runner { get; set; } = new ParallelRunner("Main Root", -1, -1); |
| 21 | + |
| 22 | + /// <summary> |
| 23 | + /// Seconds between every tick. At "0" this will tick every frame (basically an update loop) |
| 24 | + /// </summary> |
| 25 | + [SerializeField] |
| 26 | + [Description("Seconds between every tick. At 0 this will tick every frame")] |
| 27 | + public float SecondsBetweenTicks = 0.1f; |
| 28 | + |
| 29 | + /// <summary> |
| 30 | + /// Number of times to tick the full trees. Set to a negative number to make an infinitely running behavior tree. |
| 31 | + /// </summary> |
| 32 | + [SerializeField] |
| 33 | + [Description("Times to tick this tree before stopping. Negative values indicate infinitely running behavior.")] |
| 34 | + public int TimesToTick = 10; |
| 35 | + |
| 36 | + [Description("Open a list to splice other trees into this tree.")] |
| 37 | + public bool spliceNewIntoTree = false; |
| 38 | + /// <summary> |
| 39 | + /// A list of trees to splice into the current tree. These trees are not directly editable. |
| 40 | + /// </summary> |
| 41 | + [JsonIgnore] |
| 42 | + public List<BehaviorTreeManagerAsset> SpliceList; |
| 43 | + |
| 44 | + private bool initialized = false; |
| 45 | + |
| 46 | + void OnEnable() |
| 47 | + { |
| 48 | + InitIfNeeded(); |
| 49 | + } |
| 50 | + |
| 51 | + public void InitIfNeeded() |
| 52 | + { |
| 53 | + if (initialized == false) |
| 54 | + { |
| 55 | + Reinitialize(); |
| 56 | + } |
| 57 | + } |
| 58 | + |
| 59 | + public void Reinitialize() |
| 60 | + { |
| 61 | + //TODO: Change to runner extension (?) |
| 62 | + Runner = BehaviorTreeFile.LoadFromJSON(this); |
| 63 | + |
| 64 | + |
| 65 | + if(spliceNewIntoTree) SpliceIntoRunner(); |
| 66 | + initialized = true; |
| 67 | + } |
| 68 | + |
| 69 | + //TODO: Add ILogger *(perhaps Observer pattern? This is our "singleton")* |
| 70 | + //Dispatch messages to observed classes and receive that information here... |
| 71 | + //How to store? List? Dictionary? My face? Cat Pictures? |
| 72 | + |
| 73 | + /// <summary> |
| 74 | + /// Ticks on the aggregate ParallelRunner then continues ticking for as long as the runner is in running state |
| 75 | + /// </summary> |
| 76 | + /// <returns></returns> |
| 77 | + IEnumerator Start() |
| 78 | + { |
| 79 | + WaitForSeconds wfs = new WaitForSeconds(SecondsBetweenTicks); |
| 80 | + |
| 81 | + Debug.Log("Starting ticks on Runner: \n\t" + Runner.ToString()); |
| 82 | + yield return Runner.Tick(); |
| 83 | + while (Runner.CurrentState == BehaviorState.Running && (TimesToTick != 0)) |
| 84 | + { |
| 85 | + yield return StartCoroutine(Runner.Tick(wfs)); |
| 86 | + if(TimesToTick > 0) --TimesToTick; |
| 87 | + } |
| 88 | + |
| 89 | + Debug.Log("All Coroutines Should be DONE now! Ending all to make sure...."); |
| 90 | + StopAllCoroutines(); |
| 91 | + } |
| 92 | + |
| 93 | + /// <summary> |
| 94 | + /// Splice all trees in the "splice" area of the editor and return "true" if new trees were spliced. |
| 95 | + /// </summary> |
| 96 | + /// <returns></returns> |
| 97 | + public bool SpliceIntoRunner() |
| 98 | + { |
| 99 | + if (SpliceList != null) |
| 100 | + { |
| 101 | + foreach (var behaviorAsset in SpliceList) |
| 102 | + { |
| 103 | + if (behaviorAsset == null) return false; |
| 104 | + |
| 105 | + var spliceTree = behaviorAsset.LoadFromJSON(); |
| 106 | + |
| 107 | + foreach (var behavior in spliceTree.Children) |
| 108 | + { |
| 109 | + if (behavior.Depth == -1 || behavior.Name == "root") continue; |
| 110 | + |
| 111 | + dynamic newBehavior = Activator.CreateInstance(Type.GetType(((BehaviorTreeElement)behavior).ElementType), |
| 112 | + behavior.Name, behavior.Depth, behavior.ID); |
| 113 | + newBehavior.BehaviorTreeManager = this; |
| 114 | + Runner.AddChild(newBehavior); |
| 115 | + } |
| 116 | + } |
| 117 | + |
| 118 | + return true; |
| 119 | + } |
| 120 | + else return false; |
| 121 | + } |
| 122 | + } |
| 123 | +} |
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