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unity行为树制作AI简单例子(2)

继续昨天的工程,给Monster添加一个空物体命名为AI,在AI添加脚本BehaviorTree,然后就可以打开行为树编辑器进行编辑了

先写好自定义的节点脚本,下面是一个寻找漫游点的行为节点脚本

using UnityEngine;
using BehaviorDesigner.Runtime.Tasks;
using BehaviorDesigner.Runtime;

[TaskCategory("MyActions")]
[TaskDescription("计算出更新的路径")]
public class ChooseWanderPosition : Action {

    [BehaviorDesigner.Runtime.Tasks.Tooltip("最长距离")]
    public float wanderDistance;

    [BehaviorDesigner.Runtime.Tasks.Tooltip("存放目标地的变量")]
    public SharedVector3 destination;
    
    [BehaviorDesigner.Runtime.Tasks.Tooltip("自己")]
    public SharedGameObject monster;
    
    public override TaskStatus OnUpdate(){

        Vector3 direction = new Vector3(Random.Range(-1f, 1f), 0f, UnityEngine.Random.Range(-1f, 1f));
        direction *= wanderDistance;
        
        destination.Value = monster.Value.transform.position + direction;
        return TaskStatus.Success;
    }
}

[TaskCategory("MyActions")]

指定文件的目录为MyActions,我是在Actions下新建了一个MyActions的文件夹,所以指定目录为MyActions

其实也可以不指定,但是添加节点时就会显得杂乱

[TaskDescription("计算出更新的路径")]

这可以提示脚本的功能

 

public的属性将会显示在面板上

既可使用int float GameObject这种unity的类型,但缺点在于无法和其他脚本共享变量

Shared xxx类型是插件提供的,他在整个行为树中都能使用

使用Shared xxx类型前,必须在Variables先定义变量

之后点击该按钮切换后就能选择全局的变量了

最后设置如下,该节点就完成了

[BehaviorDesigner.Runtime.Tasks.Tooltip("xxx")]是面板上变量的解释,移动到面板变量上会显示

作为行为节点必须继承自Action并实现OnUpdate

OnUpdate()是节点执行时要运行的代码

 

接下来贴出其他要用到的行为节点

using UnityEngine;
using BehaviorDesigner.Runtime.Tasks;
using BehaviorDesigner.Runtime;

[TaskCategory("MyActions")]
[TaskDescription("转向玩家")]
public class FaceToPlayer : Action {

    [BehaviorDesigner.Runtime.Tasks.Tooltip("朝向的目标玩家")]
    public SharedGameObject player;

    [BehaviorDesigner.Runtime.Tasks.Tooltip("自己")]
    public SharedGameObject monster;
    
    public override TaskStatus OnUpdate(){

        Vector3 targetDir = player.Value.transform.position - monster.Value.transform.position;
        monster.Value.transform.rotation = Quaternion.LookRotation(targetDir);
        return TaskStatus.Success;
    }
}

 

using UnityEngine;
using BehaviorDesigner.Runtime.Tasks;
using BehaviorDesigner.Runtime;

[TaskCategory("MyActions")]
[TaskDescription("移动至漫游点")]
public class MoveToWanderPoint : Action {
    
    [BehaviorDesigner.Runtime.Tasks.Tooltip("移动的速度")]
    public float speed = 3;

    [BehaviorDesigner.Runtime.Tasks.Tooltip("移动的目标点")]
    public SharedVector3 position;

    [BehaviorDesigner.Runtime.Tasks.Tooltip("自己")]
    public SharedGameObject monster;
    
    public override TaskStatus OnUpdate(){

        monster.Value.GetComponent<NavMeshAgent>().Move(position.Value);
        return TaskStatus.Success;
    }
}

 

using UnityEngine;
using BehaviorDesigner.Runtime.Tasks;
using BehaviorDesigner.Runtime;

[TaskCategory("MyActions")]
[TaskDescription("移动至玩家")]
public class MoveToWanderPoint : Action {
    
    [BehaviorDesigner.Runtime.Tasks.Tooltip("移动的速度")]
    public float speed = 3;

    [BehaviorDesigner.Runtime.Tasks.Tooltip("移动的目标玩家")]
    public SharedGameObject player;

    [BehaviorDesigner.Runtime.Tasks.Tooltip("自己")]
    public SharedGameObject monster;
    
    public override TaskStatus OnUpdate(){

        monster.Value.GetComponent<NavMeshAgent>().Move(player.Value.transform.position);
        return TaskStatus.Success;
    }
}

 

因为移动调用了NavMeshAgent,所以我们先烘焙下场景并给Monster添加NavMeshAgent控件

using UnityEngine;
using BehaviorDesigner.Runtime.Tasks;
using BehaviorDesigner.Runtime;

[TaskCategory("MyActions")]
[TaskDescription("设置怪物的基本属性")]
public class SetInfo : Action {
    
    [BehaviorDesigner.Runtime.Tasks.Tooltip("玩家")]
    public SharedGameObject player;

    [BehaviorDesigner.Runtime.Tasks.Tooltip("自己")]
    public SharedGameObject monster;
    
    public override TaskStatus OnUpdate(){

        monster.Value = transform.parent.gameObject;
        player.Value = GameObject.FindWithTag("Player");
        return TaskStatus.Success;
    }
}

 

我们还需要自己写一个判断节点来判定玩家和怪物的距离,还需一个判断节点判断物体是否移动

using UnityEngine;
using BehaviorDesigner.Runtime.Tasks;
using BehaviorDesigner.Runtime;

[TaskCategory("MyConditionals")]
[TaskDescription("判断范围内是否有玩家")]
public class PlayerInRange : Conditional {

    [BehaviorDesigner.Runtime.Tasks.Tooltip("距离")]
    public float ranage;
    
    [BehaviorDesigner.Runtime.Tasks.Tooltip("判断距离的玩家")]
    public SharedGameObject player;

    [BehaviorDesigner.Runtime.Tasks.Tooltip("自己")]
    public SharedGameObject monster;
    
    public override TaskStatus OnUpdate(){

        if(Vector3.Distance(player.Value.transform.position, monster.Value.transform.position) > ranage){

            return TaskStatus.Failure;
        }
        return TaskStatus.Success;
    }
}

 

using UnityEngine;
using BehaviorDesigner.Runtime.Tasks;
using BehaviorDesigner.Runtime;

[TaskCategory("MyConditionals")]
[TaskDescription("判断对象是否移动")]
public class NotMove : Conditional {
    
    [BehaviorDesigner.Runtime.Tasks.Tooltip("上一次的位置")]
    public Vector3 lastPosition;

    [BehaviorDesigner.Runtime.Tasks.Tooltip("判断的对象")]
    public SharedGameObject obj;
    
    public override TaskStatus OnUpdate(){

        if(obj.Value.transform.position == lastPosition){
            
            return TaskStatus.Success;
        }
        lastPosition = obj.Value.transform.position;
        return TaskStatus.Failure;
    }
}

 

依靠这些节点就可以拼出一颗行为树,一运行就可以看到一个简单的AI在运行,在攻击范围内它会攻击,在追击范围内它会追击敌人直到可以攻击,否则漫游

红圈位置可以改变节点颜色,更容易观察行为树结构

一些细节方面可以观看Demo

http://git.oschina.net/yejinqi/BehaviorTreeDemo

 

如果的事:http://y.qq.com/#type=song&mid=0040ZKt52jxJ6Y&play=1

posted on 2015-10-15 15:40  语文小子  阅读(4796)  评论(0编辑  收藏  举报