diff options
author | chai <chaifix@163.com> | 2022-03-10 14:07:40 +0800 |
---|---|---|
committer | chai <chaifix@163.com> | 2022-03-10 14:07:40 +0800 |
commit | 22891bf59032ba88262824255a706d652031384b (patch) | |
tree | 7595439ba9966c9402d37e37cee5e8cf098757d5 /Assets/ThirdParty/Behavior Designer/Runtime/Composites | |
parent | 8b04ea73e540067f83870b61d89db4868fea5e8a (diff) |
* move folder
Diffstat (limited to 'Assets/ThirdParty/Behavior Designer/Runtime/Composites')
20 files changed, 0 insertions, 981 deletions
diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Composites/Parallel.cs b/Assets/ThirdParty/Behavior Designer/Runtime/Composites/Parallel.cs deleted file mode 100644 index 79969d26..00000000 --- a/Assets/ThirdParty/Behavior Designer/Runtime/Composites/Parallel.cs +++ /dev/null @@ -1,87 +0,0 @@ -namespace BehaviorDesigner.Runtime.Tasks
-{
- [TaskDescription("Similar to the sequence task, the parallel task will run each child task until a child task returns failure. " +
- "The difference is that the parallel task will run all of its children tasks simultaneously versus running each task one at a time. " +
- "Like the sequence class, the parallel task will return success once all of its children tasks have return success. " +
- "If one tasks returns failure the parallel task will end all of the child tasks and return failure.")]
- [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=27")]
- [TaskIcon("{SkinColor}ParallelIcon.png")]
- public class Parallel : Composite
- {
- // The index of the child that is currently running or is about to run.
- private int currentChildIndex;
- // The task status of every child task.
- private TaskStatus[] executionStatus;
-
- public override void OnAwake()
- {
- // Create a new task status array that will hold the execution status of all of the children tasks.
- executionStatus = new TaskStatus[children.Count];
- }
-
- public override void OnChildStarted(int childIndex)
- {
- // One of the children has started to run. Increment the child index and set the current task status of that child to running.
- currentChildIndex++;
- executionStatus[childIndex] = TaskStatus.Running;
- }
-
- public override bool CanRunParallelChildren()
- {
- // This task can run parallel children.
- return true;
- }
-
- public override int CurrentChildIndex()
- {
- return currentChildIndex;
- }
-
- public override bool CanExecute()
- {
- // We can continue executing if we have more children that haven't been started yet.
- return currentChildIndex < children.Count;
- }
-
- public override void OnChildExecuted(int childIndex, TaskStatus childStatus)
- {
- // One of the children has finished running. Set the task status.
- executionStatus[childIndex] = childStatus;
- }
-
- public override TaskStatus OverrideStatus(TaskStatus status)
- {
- // Assume all of the children have finished executing. Loop through the execution status of every child and check to see if any tasks are currently running
- // or failed. If a task is still running then all of the children are not done executing and the parallel task should continue to return a task status of running.
- // If a task failed then return failure. The Behavior Manager will stop all of the children tasks. If no child task is running or has failed then the parallel
- // task succeeded and it will return success.
- bool childrenComplete = true;
- for (int i = 0; i < executionStatus.Length; ++i) {
- if (executionStatus[i] == TaskStatus.Running) {
- childrenComplete = false;
- } else if (executionStatus[i] == TaskStatus.Failure) {
- return TaskStatus.Failure;
- }
- }
- return (childrenComplete ? TaskStatus.Success : TaskStatus.Running);
- }
-
- public override void OnConditionalAbort(int childIndex)
- {
- // Start from the beginning on an abort
- currentChildIndex = 0;
- for (int i = 0; i < executionStatus.Length; ++i) {
- executionStatus[i] = TaskStatus.Inactive;
- }
- }
-
- public override void OnEnd()
- {
- // Reset the execution status and the child index back to their starting values.
- for (int i = 0; i < executionStatus.Length; ++i) {
- executionStatus[i] = TaskStatus.Inactive;
- }
- currentChildIndex = 0;
- }
- }
-}
\ No newline at end of file diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Composites/Parallel.cs.meta b/Assets/ThirdParty/Behavior Designer/Runtime/Composites/Parallel.cs.meta deleted file mode 100644 index 4d4def85..00000000 --- a/Assets/ThirdParty/Behavior Designer/Runtime/Composites/Parallel.cs.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2
-guid: 4a7063721a0dbc04787bec1b0507f9ae
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Composites/ParallelComplete.cs b/Assets/ThirdParty/Behavior Designer/Runtime/Composites/ParallelComplete.cs deleted file mode 100644 index cfbab87a..00000000 --- a/Assets/ThirdParty/Behavior Designer/Runtime/Composites/ParallelComplete.cs +++ /dev/null @@ -1,81 +0,0 @@ -namespace BehaviorDesigner.Runtime.Tasks
-{
- [TaskDescription("Similar to the parallel selector task, except the parallel complete task will return the child status as soon as the child returns success or failure." +
- "The child tasks are executed simultaneously.")]
- [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=136")]
- [TaskIcon("{SkinColor}ParallelCompleteIcon.png")]
- public class ParallelComplete : Composite
- {
- // The index of the child that is currently running or is about to run.
- private int currentChildIndex;
- // The task status of every child task.
- private TaskStatus[] executionStatus;
-
- public override void OnAwake()
- {
- // Create a new task status array that will hold the execution status of all of the children tasks.
- executionStatus = new TaskStatus[children.Count];
- }
-
- public override void OnChildStarted(int childIndex)
- {
- // One of the children has started to run. Increment the child index and set the current task status of that child to running.
- currentChildIndex++;
- executionStatus[childIndex] = TaskStatus.Running;
- }
-
- public override bool CanRunParallelChildren()
- {
- // This task can run parallel children.
- return true;
- }
-
- public override int CurrentChildIndex()
- {
- return currentChildIndex;
- }
-
- public override bool CanExecute()
- {
- // We can continue executing if we have more children that haven't been started yet.
- return currentChildIndex < children.Count;
- }
-
- public override void OnChildExecuted(int childIndex, TaskStatus childStatus)
- {
- // One of the children has finished running. Set the task status.
- executionStatus[childIndex] = childStatus;
- }
-
- public override void OnConditionalAbort(int childIndex)
- {
- // Start from the beginning on an abort
- currentChildIndex = 0;
- for (int i = 0; i < executionStatus.Length; ++i) {
- executionStatus[i] = TaskStatus.Inactive;
- }
- }
-
- public override TaskStatus OverrideStatus(TaskStatus status)
- {
- // Return the child task's status as soon as a child task returns success or failure.
- for (int i = 0; i < executionStatus.Length; ++i) {
- if (executionStatus[i] == TaskStatus.Success || executionStatus[i] == TaskStatus.Failure) {
- return executionStatus[i];
- } else if (executionStatus[i] == TaskStatus.Inactive) {
- return TaskStatus.Success;
- }
- }
- return TaskStatus.Running;
- }
-
- public override void OnEnd()
- {
- // Reset the execution status and the child index back to their starting values.
- for (int i = 0; i < executionStatus.Length; ++i) {
- executionStatus[i] = TaskStatus.Inactive;
- }
- currentChildIndex = 0;
- }
- }
-}
\ No newline at end of file diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Composites/ParallelComplete.cs.meta b/Assets/ThirdParty/Behavior Designer/Runtime/Composites/ParallelComplete.cs.meta deleted file mode 100644 index fc7dd0a8..00000000 --- a/Assets/ThirdParty/Behavior Designer/Runtime/Composites/ParallelComplete.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: ef4b3eb51f6ede04bba3598677fe8531 -timeCreated: 1487379311 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Composites/ParallelSelector.cs b/Assets/ThirdParty/Behavior Designer/Runtime/Composites/ParallelSelector.cs deleted file mode 100644 index 13e6624a..00000000 --- a/Assets/ThirdParty/Behavior Designer/Runtime/Composites/ParallelSelector.cs +++ /dev/null @@ -1,87 +0,0 @@ -namespace BehaviorDesigner.Runtime.Tasks
-{
- [TaskDescription("Similar to the selector task, the parallel selector task will return success as soon as a child task returns success. " +
- "The difference is that the parallel task will run all of its children tasks simultaneously versus running each task one at a time. " +
- "If one tasks returns success the parallel selector task will end all of the child tasks and return success. " +
- "If every child task returns failure then the parallel selector task will return failure.")]
- [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=28")]
- [TaskIcon("{SkinColor}ParallelSelectorIcon.png")]
- public class ParallelSelector : Composite
- {
- // The index of the child that is currently running or is about to run.
- private int currentChildIndex;
- // The task status of every child task.
- private TaskStatus[] executionStatus;
-
- public override void OnAwake()
- {
- // Create a new task status array that will hold the execution status of all of the children tasks.
- executionStatus = new TaskStatus[children.Count];
- }
-
- public override void OnChildStarted(int childIndex)
- {
- // One of the children has started to run. Increment the child index and set the current task status of that child to running.
- currentChildIndex++;
- executionStatus[childIndex] = TaskStatus.Running;
- }
-
- public override bool CanRunParallelChildren()
- {
- // This task can run parallel children.
- return true;
- }
-
- public override int CurrentChildIndex()
- {
- return currentChildIndex;
- }
-
- public override bool CanExecute()
- {
- // We can continue executing if we have more children that haven't been started yet.
- return currentChildIndex < children.Count;
- }
-
- public override void OnChildExecuted(int childIndex, TaskStatus childStatus)
- {
- // One of the children has finished running. Set the task status.
- executionStatus[childIndex] = childStatus;
- }
-
- public override void OnConditionalAbort(int childIndex)
- {
- // Start from the beginning on an abort
- currentChildIndex = 0;
- for (int i = 0; i < executionStatus.Length; ++i) {
- executionStatus[i] = TaskStatus.Inactive;
- }
- }
-
- public override TaskStatus OverrideStatus(TaskStatus status)
- {
- // Assume all of the children have finished executing. Loop through the execution status of every child and check to see if any tasks are currently running
- // or succeeded. If a task is still running then all of the children are not done executing and the parallel selector task should continue to return a task status of running.
- // If a task succeeded then return success. The Behavior Manager will stop all of the children tasks. If no child task is running or has succeeded then the parallel selector
- // task failed and it will return failure.
- bool childrenComplete = true;
- for (int i = 0; i < executionStatus.Length; ++i) {
- if (executionStatus[i] == TaskStatus.Running) {
- childrenComplete = false;
- } else if (executionStatus[i] == TaskStatus.Success) {
- return TaskStatus.Success;
- }
- }
- return (childrenComplete ? TaskStatus.Failure : TaskStatus.Running);
- }
-
- public override void OnEnd()
- {
- // Reset the execution status and the child index back to their starting values.
- for (int i = 0; i < executionStatus.Length; ++i) {
- executionStatus[i] = TaskStatus.Inactive;
- }
- currentChildIndex = 0;
- }
- }
-}
\ No newline at end of file diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Composites/ParallelSelector.cs.meta b/Assets/ThirdParty/Behavior Designer/Runtime/Composites/ParallelSelector.cs.meta deleted file mode 100644 index dde9d512..00000000 --- a/Assets/ThirdParty/Behavior Designer/Runtime/Composites/ParallelSelector.cs.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2
-guid: 52e4e27ad95cedb41a3bc2c5f5ed0b54
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Composites/PrioritySelector.cs b/Assets/ThirdParty/Behavior Designer/Runtime/Composites/PrioritySelector.cs deleted file mode 100644 index 5f2dac27..00000000 --- a/Assets/ThirdParty/Behavior Designer/Runtime/Composites/PrioritySelector.cs +++ /dev/null @@ -1,72 +0,0 @@ -using System.Collections.Generic;
-
-namespace BehaviorDesigner.Runtime.Tasks
-{
- [TaskDescription("Similar to the selector task, the priority selector task will return success as soon as a child task returns success. " +
- "Instead of running the tasks sequentially from left to right within the tree, the priority selector will ask the task what its priority is to determine the order. " +
- "The higher priority tasks have a higher chance at being run first.")]
- [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=29")]
- [TaskIcon("{SkinColor}PrioritySelectorIcon.png")]
- public class PrioritySelector : Composite
- {
- // The index of the child that is currently running or is about to run.
- private int currentChildIndex = 0;
- // The task status of every child task.
- private TaskStatus executionStatus = TaskStatus.Inactive;
- // The order to run its children in.
- private List<int> childrenExecutionOrder = new List<int>();
-
- public override void OnStart()
- {
- // Make sure the list is empty before we add child indexes to it.
- childrenExecutionOrder.Clear();
-
- // Loop through each child task and determine its priority. The higher the priority the lower it goes within the list. The task with the highest
- // priority will be first in the list and will be executed first.
- for (int i = 0; i < children.Count; ++i) {
- float priority = children[i].GetPriority();
- int insertIndex = childrenExecutionOrder.Count;
- for (int j = 0; j < childrenExecutionOrder.Count; ++j) {
- if (children[childrenExecutionOrder[j]].GetPriority() < priority) {
- insertIndex = j;
- break;
- }
- }
- childrenExecutionOrder.Insert(insertIndex, i);
- }
- }
-
- public override int CurrentChildIndex()
- {
- // Use the execution order list in order to determine the current child index.
- return childrenExecutionOrder[currentChildIndex];
- }
-
- public override bool CanExecute()
- {
- // We can continue to execuate as long as we have children that haven't been executed and no child has returned success.
- return currentChildIndex < children.Count && executionStatus != TaskStatus.Success;
- }
-
- public override void OnChildExecuted(TaskStatus childStatus)
- {
- // Increase the child index and update the execution status after a child has finished running.
- currentChildIndex++;
- executionStatus = childStatus;
- }
-
- public override void OnConditionalAbort(int childIndex)
- {
- // Set the current child index to the index that caused the abort
- currentChildIndex = childIndex;
- executionStatus = TaskStatus.Inactive;
- }
-
- public override void OnEnd()
- {
- // All of the children have run. Reset the variables back to their starting values.
- executionStatus = TaskStatus.Inactive;
- currentChildIndex = 0;
- }
- }
-}
\ No newline at end of file diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Composites/PrioritySelector.cs.meta b/Assets/ThirdParty/Behavior Designer/Runtime/Composites/PrioritySelector.cs.meta deleted file mode 100644 index 828e4c7a..00000000 --- a/Assets/ThirdParty/Behavior Designer/Runtime/Composites/PrioritySelector.cs.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2
-guid: 8b5aa86ad86e94f41841abd04bd96f2a
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Composites/RandomSelector.cs b/Assets/ThirdParty/Behavior Designer/Runtime/Composites/RandomSelector.cs deleted file mode 100644 index e4c55f0f..00000000 --- a/Assets/ThirdParty/Behavior Designer/Runtime/Composites/RandomSelector.cs +++ /dev/null @@ -1,106 +0,0 @@ -using UnityEngine;
-using System.Collections.Generic;
-
-namespace BehaviorDesigner.Runtime.Tasks
-{
- [TaskDescription("Similar to the selector task, the random selector task will return success as soon as a child task returns success. " +
- "The difference is that the random selector class will run its children in a random order. The selector task is deterministic " +
- "in that it will always run the tasks from left to right within the tree. The random selector task shuffles the child tasks up and then begins " +
- "execution in a random order. Other than that the random selector class is the same as the selector class. It will continue running tasks " +
- "until a task completes successfully. If no child tasks return success then it will return failure.")]
- [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=30")]
- [TaskIcon("{SkinColor}RandomSelectorIcon.png")]
- public class RandomSelector : Composite
- {
- [Tooltip("Seed the random number generator to make things easier to debug")]
- public int seed = 0;
- [Tooltip("Do we want to use the seed?")]
- public bool useSeed = false;
-
- // A list of indexes of every child task. This list is used by the Fischer-Yates shuffle algorithm.
- private List<int> childIndexList = new List<int>();
- // The random child index execution order.
- private Stack<int> childrenExecutionOrder = new Stack<int>();
- // The task status of the last child ran.
- private TaskStatus executionStatus = TaskStatus.Inactive;
-
- public override void OnAwake()
- {
- // If specified, use the seed provided.
- if (useSeed) {
-#if !(UNITY_5_1 || UNITY_5_2 || UNITY_5_3)
- Random.InitState(seed);
-#else
- Random.seed = seed;
-#endif
- }
-
- // Add the index of each child to a list to make the Fischer-Yates shuffle possible.
- childIndexList.Clear();
- for (int i = 0; i < children.Count; ++i) {
- childIndexList.Add(i);
- }
- }
-
- public override void OnStart()
- {
- // Randomize the indecies
- ShuffleChilden();
- }
-
- public override int CurrentChildIndex()
- {
- // Peek will return the index at the top of the stack.
- return childrenExecutionOrder.Peek();
- }
-
- public override bool CanExecute()
- {
- // Continue exectuion if no task has return success and indexes still exist on the stack.
- return childrenExecutionOrder.Count > 0 && executionStatus != TaskStatus.Success;
- }
-
- public override void OnChildExecuted(TaskStatus childStatus)
- {
- // Pop the top index from the stack and set the execution status.
- if (childrenExecutionOrder.Count > 0) {
- childrenExecutionOrder.Pop();
- }
- executionStatus = childStatus;
- }
-
- public override void OnConditionalAbort(int childIndex)
- {
- // Start from the beginning on an abort
- childrenExecutionOrder.Clear();
- executionStatus = TaskStatus.Inactive;
- ShuffleChilden();
- }
-
- public override void OnEnd()
- {
- // All of the children have run. Reset the variables back to their starting values.
- executionStatus = TaskStatus.Inactive;
- childrenExecutionOrder.Clear();
- }
-
- public override void OnReset()
- {
- // Reset the public properties back to their original values
- seed = 0;
- useSeed = false;
- }
-
- private void ShuffleChilden()
- {
- // Use Fischer-Yates shuffle to randomize the child index order.
- for (int i = childIndexList.Count; i > 0; --i) {
- int j = Random.Range(0, i);
- int index = childIndexList[j];
- childrenExecutionOrder.Push(index);
- childIndexList[j] = childIndexList[i - 1];
- childIndexList[i - 1] = index;
- }
- }
- }
-}
\ No newline at end of file diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Composites/RandomSelector.cs.meta b/Assets/ThirdParty/Behavior Designer/Runtime/Composites/RandomSelector.cs.meta deleted file mode 100644 index d5528712..00000000 --- a/Assets/ThirdParty/Behavior Designer/Runtime/Composites/RandomSelector.cs.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2
-guid: 4952cbfc1e77be24b99e34c9acffc2a0
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Composites/RandomSequence.cs b/Assets/ThirdParty/Behavior Designer/Runtime/Composites/RandomSequence.cs deleted file mode 100644 index a392c7b1..00000000 --- a/Assets/ThirdParty/Behavior Designer/Runtime/Composites/RandomSequence.cs +++ /dev/null @@ -1,107 +0,0 @@ -using UnityEngine;
-using System.Collections.Generic;
-
-namespace BehaviorDesigner.Runtime.Tasks
-{
- [TaskDescription("Similar to the sequence task, the random sequence task will return success as soon as every child task returns success. " +
- "The difference is that the random sequence class will run its children in a random order. The sequence task is deterministic " +
- "in that it will always run the tasks from left to right within the tree. The random sequence task shuffles the child tasks up and then begins " +
- "execution in a random order. Other than that the random sequence class is the same as the sequence class. It will stop running tasks " +
- "as soon as a single task ends in failure. On a task failure it will stop executing all of the child tasks and return failure. " +
- "If no child returns failure then it will return success.")]
- [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=31")]
- [TaskIcon("{SkinColor}RandomSequenceIcon.png")]
- public class RandomSequence : Composite
- {
- [Tooltip("Seed the random number generator to make things easier to debug")]
- public int seed = 0;
- [Tooltip("Do we want to use the seed?")]
- public bool useSeed = false;
-
- // A list of indexes of every child task. This list is used by the Fischer-Yates shuffle algorithm.
- private List<int> childIndexList = new List<int>();
- // The random child index execution order.
- private Stack<int> childrenExecutionOrder = new Stack<int>();
- // The task status of the last child ran.
- private TaskStatus executionStatus = TaskStatus.Inactive;
-
- public override void OnAwake()
- {
- // If specified, use the seed provided.
- if (useSeed) {
-#if !(UNITY_5_1 || UNITY_5_2 || UNITY_5_3)
- Random.InitState(seed);
-#else
- Random.seed = seed;
-#endif
- }
-
- // Add the index of each child to a list to make the Fischer-Yates shuffle possible.
- childIndexList.Clear();
- for (int i = 0; i < children.Count; ++i) {
- childIndexList.Add(i);
- }
- }
-
- public override void OnStart()
- {
- // Randomize the indecies
- ShuffleChilden();
- }
-
- public override int CurrentChildIndex()
- {
- // Peek will return the index at the top of the stack.
- return childrenExecutionOrder.Peek();
- }
-
- public override bool CanExecute()
- {
- // Continue exectuion if no task has return failure and indexes still exist on the stack.
- return childrenExecutionOrder.Count > 0 && executionStatus != TaskStatus.Failure;
- }
-
- public override void OnChildExecuted(TaskStatus childStatus)
- {
- // Pop the top index from the stack and set the execution status.
- if (childrenExecutionOrder.Count > 0) {
- childrenExecutionOrder.Pop();
- }
- executionStatus = childStatus;
- }
-
- public override void OnConditionalAbort(int childIndex)
- {
- // Start from the beginning on an abort
- childrenExecutionOrder.Clear();
- executionStatus = TaskStatus.Inactive;
- ShuffleChilden();
- }
-
- public override void OnEnd()
- {
- // All of the children have run. Reset the variables back to their starting values.
- executionStatus = TaskStatus.Inactive;
- childrenExecutionOrder.Clear();
- }
-
- public override void OnReset()
- {
- // Reset the public properties back to their original values
- seed = 0;
- useSeed = false;
- }
-
- private void ShuffleChilden()
- {
- // Use Fischer-Yates shuffle to randomize the child index order.
- for (int i = childIndexList.Count; i > 0; --i) {
- int j = Random.Range(0, i);
- int index = childIndexList[j];
- childrenExecutionOrder.Push(index);
- childIndexList[j] = childIndexList[i - 1];
- childIndexList[i - 1] = index;
- }
- }
- }
-}
\ No newline at end of file diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Composites/RandomSequence.cs.meta b/Assets/ThirdParty/Behavior Designer/Runtime/Composites/RandomSequence.cs.meta deleted file mode 100644 index 28baf39d..00000000 --- a/Assets/ThirdParty/Behavior Designer/Runtime/Composites/RandomSequence.cs.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2
-guid: 11b102c97eb687b4a9ce1473a334c3dd
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Composites/Selector.cs b/Assets/ThirdParty/Behavior Designer/Runtime/Composites/Selector.cs deleted file mode 100644 index e85b1ca5..00000000 --- a/Assets/ThirdParty/Behavior Designer/Runtime/Composites/Selector.cs +++ /dev/null @@ -1,46 +0,0 @@ -namespace BehaviorDesigner.Runtime.Tasks
-{
- [TaskDescription("The selector task is similar to an \"or\" operation. It will return success as soon as one of its child tasks return success. " +
- "If a child task returns failure then it will sequentially run the next task. If no child task returns success then it will return failure.")]
- [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=26")]
- [TaskIcon("{SkinColor}SelectorIcon.png")]
- public class Selector : Composite
- {
- // The index of the child that is currently running or is about to run.
- private int currentChildIndex = 0;
- // The task status of the last child ran.
- private TaskStatus executionStatus = TaskStatus.Inactive;
-
- public override int CurrentChildIndex()
- {
- return currentChildIndex;
- }
-
- public override bool CanExecute()
- {
- // We can continue to execuate as long as we have children that haven't been executed and no child has returned success.
- return currentChildIndex < children.Count && executionStatus != TaskStatus.Success;
- }
-
- public override void OnChildExecuted(TaskStatus childStatus)
- {
- // Increase the child index and update the execution status after a child has finished running.
- currentChildIndex++;
- executionStatus = childStatus;
- }
-
- public override void OnConditionalAbort(int childIndex)
- {
- // Set the current child index to the index that caused the abort
- currentChildIndex = childIndex;
- executionStatus = TaskStatus.Inactive;
- }
-
- public override void OnEnd()
- {
- // All of the children have run. Reset the variables back to their starting values.
- executionStatus = TaskStatus.Inactive;
- currentChildIndex = 0;
- }
- }
-}
\ No newline at end of file diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Composites/Selector.cs.meta b/Assets/ThirdParty/Behavior Designer/Runtime/Composites/Selector.cs.meta deleted file mode 100644 index a3f6291c..00000000 --- a/Assets/ThirdParty/Behavior Designer/Runtime/Composites/Selector.cs.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2
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diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Composites/SelectorEvaluator.cs b/Assets/ThirdParty/Behavior Designer/Runtime/Composites/SelectorEvaluator.cs deleted file mode 100644 index 25505d63..00000000 --- a/Assets/ThirdParty/Behavior Designer/Runtime/Composites/SelectorEvaluator.cs +++ /dev/null @@ -1,118 +0,0 @@ -namespace BehaviorDesigner.Runtime.Tasks
-{
- [TaskDescription("The selector evaluator is a selector task which reevaluates its children every tick. It will run the lowest priority child which returns a task status of running. " +
- "This is done each tick. If a higher priority child is running and the next frame a lower priority child wants to run it will interrupt the higher priority child. " +
- "The selector evaluator will return success as soon as the first child returns success otherwise it will keep trying higher priority children. This task mimics " +
- "the conditional abort functionality except the child tasks don't always have to be conditional tasks.")]
- [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=109")]
- [TaskIcon("{SkinColor}SelectorEvaluatorIcon.png")]
- public class SelectorEvaluator : Composite
- {
- // The index of the child that is currently running or is about to run.
- private int currentChildIndex = 0;
- // The task status of the last child ran.
- private TaskStatus executionStatus = TaskStatus.Inactive;
- // The index of the child that was running before the tree started to be reevaluated.
- private int storedCurrentChildIndex = -1;
- // The task status of the last child ran before the tree started to be reevaluated.
- private TaskStatus storedExecutionStatus = TaskStatus.Inactive;
-
- public override int CurrentChildIndex()
- {
- return currentChildIndex;
- }
-
- public override void OnChildStarted(int childIndex)
- {
- // The children run sequentially so increment the index and set the status to running.
- currentChildIndex++;
- executionStatus = TaskStatus.Running;
- }
-
- public override bool CanExecute()
- {
- // We can continue to execuate as long as we have children that haven't been executed and no child has returned success.
- if (executionStatus == TaskStatus.Success || executionStatus == TaskStatus.Running) {
- return false;
- }
-
- // Used the storedCurrentChildIndex if reevaluating, otherwise the currentChildIndex
- if (storedCurrentChildIndex != -1) {
- return currentChildIndex < storedCurrentChildIndex - 1;
- }
- return currentChildIndex < children.Count;
- }
-
- public override void OnChildExecuted(int childIndex, TaskStatus childStatus)
- {
- // The child status will be inactive immediately following an abort from OnReevaluationEnded. The status will be running if the
- // child task is interrupted. Ignore the status for both of these.
- if (childStatus != TaskStatus.Inactive && childStatus != TaskStatus.Running) {
- executionStatus = childStatus;
- }
- }
-
- public override void OnConditionalAbort(int childIndex)
- {
- // Set the current child index to the index that caused the abort
- currentChildIndex = childIndex;
- executionStatus = TaskStatus.Inactive;
- }
-
- public override void OnEnd()
- {
- // All of the children have run. Reset the variables back to their starting values.
- executionStatus = TaskStatus.Inactive;
- currentChildIndex = 0;
- }
-
- public override TaskStatus OverrideStatus(TaskStatus status)
- {
- return executionStatus;
- }
-
- // The selector evaluator task is a parallel task to allow the previous child to continue to run while the higher priority task is active. If the
- // lower priority child can run then OnReevaluationEnded will interrupt the higher priority task.
- public override bool CanRunParallelChildren()
- {
- return true;
- }
-
- // Can reevaluate to allow the lower priority children the chance to rerun.
- public override bool CanReevaluate()
- {
- return true;
- }
-
- // The behavior tree wants to start reevaluating the tree.
- public override bool OnReevaluationStarted()
- {
- // Cannot reevaluate if the task hasn't even started yet
- if (executionStatus == TaskStatus.Inactive) {
- return false;
- }
-
- // Store the current index and execution status because it may need to be resumed.
- storedCurrentChildIndex = currentChildIndex;
- storedExecutionStatus = executionStatus;
- currentChildIndex = 0;
- executionStatus = TaskStatus.Inactive;
- return true;
- }
-
- // Reevaluation has ended. Determine if a task should be interrupted or resumed from the last index.
- public override void OnReevaluationEnded(TaskStatus status)
- {
- // Interrupt the currently running index if a lower priority child returns a status of running or success.
- if (executionStatus != TaskStatus.Failure && executionStatus != TaskStatus.Inactive) {
- BehaviorManager.instance.Interrupt(Owner, children[storedCurrentChildIndex - 1], this);
- } else {
- // The lower priority children returned the same status so resume with the current child
- currentChildIndex = storedCurrentChildIndex;
- executionStatus = storedExecutionStatus;
- }
- storedCurrentChildIndex = -1;
- storedExecutionStatus = TaskStatus.Inactive;
- }
- }
-}
\ No newline at end of file diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Composites/SelectorEvaluator.cs.meta b/Assets/ThirdParty/Behavior Designer/Runtime/Composites/SelectorEvaluator.cs.meta deleted file mode 100644 index b55971ba..00000000 --- a/Assets/ThirdParty/Behavior Designer/Runtime/Composites/SelectorEvaluator.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2
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diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Composites/Sequence.cs b/Assets/ThirdParty/Behavior Designer/Runtime/Composites/Sequence.cs deleted file mode 100644 index c82ce730..00000000 --- a/Assets/ThirdParty/Behavior Designer/Runtime/Composites/Sequence.cs +++ /dev/null @@ -1,46 +0,0 @@ -namespace BehaviorDesigner.Runtime.Tasks
-{
- [TaskDescription("The sequence task is similar to an \"and\" operation. It will return failure as soon as one of its child tasks return failure. " +
- "If a child task returns success then it will sequentially run the next task. If all child tasks return success then it will return success.")]
- [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=25")]
- [TaskIcon("{SkinColor}SequenceIcon.png")]
- public class Sequence : Composite
- {
- // The index of the child that is currently running or is about to run.
- private int currentChildIndex = 0;
- // The task status of the last child ran.
- private TaskStatus executionStatus = TaskStatus.Inactive;
-
- public override int CurrentChildIndex()
- {
- return currentChildIndex;
- }
-
- public override bool CanExecute()
- {
- // We can continue to execuate as long as we have children that haven't been executed and no child has returned failure.
- return currentChildIndex < children.Count && executionStatus != TaskStatus.Failure;
- }
-
- public override void OnChildExecuted(TaskStatus childStatus)
- {
- // Increase the child index and update the execution status after a child has finished running.
- currentChildIndex++;
- executionStatus = childStatus;
- }
-
- public override void OnConditionalAbort(int childIndex)
- {
- // Set the current child index to the index that caused the abort
- currentChildIndex = childIndex;
- executionStatus = TaskStatus.Inactive;
- }
-
- public override void OnEnd()
- {
- // All of the children have run. Reset the variables back to their starting values.
- executionStatus = TaskStatus.Inactive;
- currentChildIndex = 0;
- }
- }
-}
\ No newline at end of file diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Composites/Sequence.cs.meta b/Assets/ThirdParty/Behavior Designer/Runtime/Composites/Sequence.cs.meta deleted file mode 100644 index 89002187..00000000 --- a/Assets/ThirdParty/Behavior Designer/Runtime/Composites/Sequence.cs.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2
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diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Composites/UtilitySelector.cs b/Assets/ThirdParty/Behavior Designer/Runtime/Composites/UtilitySelector.cs deleted file mode 100644 index 23fd6a54..00000000 --- a/Assets/ThirdParty/Behavior Designer/Runtime/Composites/UtilitySelector.cs +++ /dev/null @@ -1,150 +0,0 @@ -using System.Collections.Generic;
-
-namespace BehaviorDesigner.Runtime.Tasks
-{
- [TaskDescription("The utility selector task evaluates the child tasks using Utility Theory AI. The child task can override the GetUtility method and return the utility value " +
- "at that particular time. The task with the highest utility value will be selected and the existing running task will be aborted. The utility selector " +
- "task reevaluates its children every tick.")]
- [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=134")]
- [TaskIcon("{SkinColor}UtilitySelectorIcon.png")]
- public class UtilitySelector : Composite
- {
- // The index of the child that is currently running or is about to run.
- private int currentChildIndex = 0;
- // The highest utility value
- private float highestUtility;
- // The task status of the last child ran.
- private TaskStatus executionStatus = TaskStatus.Inactive;
- // Is the task being reevaluated?
- private bool reevaluating;
- // A list of children that can execute.
- private List<int> availableChildren = new List<int>();
-
- public override void OnStart()
- {
- highestUtility = float.MinValue;
-
- // Loop through each child task and determine its utility. The task with the highest utility will run first.
- availableChildren.Clear();
- for (int i = 0; i < children.Count; ++i) {
- float utility = children[i].GetUtility();
- if (utility > highestUtility) {
- highestUtility = utility;
- currentChildIndex = i;
- }
- availableChildren.Add(i);
- }
- }
-
- public override int CurrentChildIndex()
- {
- // The currentChildIndex is the task with the highest utility.
- return currentChildIndex;
- }
-
- public override void OnChildStarted(int childIndex)
- {
- // The child has started - set the execution status.
- executionStatus = TaskStatus.Running;
- }
-
- public override bool CanExecute()
- {
- // Continue to execute new tasks until a task returns success or there are no more children left. If reevaluating then return false
- // immediately because each task doesn't need to be reevaluted.
- if (executionStatus == TaskStatus.Success || executionStatus == TaskStatus.Running || reevaluating) {
- return false;
- }
- return availableChildren.Count > 0;
- }
-
- public override void OnChildExecuted(int childIndex, TaskStatus childStatus)
- {
- // The child status will be inactive immediately following an abort from OnReevaluationEnded. The status will be running if the
- // child task is interrupted. Ignore the status for both of these.
- if (childStatus != TaskStatus.Inactive && childStatus != TaskStatus.Running) {
- executionStatus = childStatus;
- // If the execution status is failure then a new task needs to be selected. Remove the current task from the available children
- // and select the next highest utility child.
- if (executionStatus == TaskStatus.Failure) {
- availableChildren.Remove(childIndex);
-
- highestUtility = float.MinValue;
- for (int i = 0; i < availableChildren.Count; ++i) {
- float utility = children[availableChildren[i]].GetUtility();
- if (utility > highestUtility) {
- highestUtility = utility;
- currentChildIndex = availableChildren[i];
- }
- }
- }
- }
- }
-
- public override void OnConditionalAbort(int childIndex)
- {
- // Set the current child index to the index that caused the abort
- currentChildIndex = childIndex;
- executionStatus = TaskStatus.Inactive;
- }
-
- public override void OnEnd()
- {
- // All of the children have run. Reset the variables back to their starting values.
- executionStatus = TaskStatus.Inactive;
- currentChildIndex = 0;
- }
-
- public override TaskStatus OverrideStatus(TaskStatus status)
- {
- return executionStatus;
- }
-
- // The utility selector task is a parallel task to allow the task utility to be reevaluated. The higest utility task will always run.
- public override bool CanRunParallelChildren()
- {
- return true;
- }
-
- // Can reevaluate to allow the task utilities to be rerun.
- public override bool CanReevaluate()
- {
- return true;
- }
-
- // The behavior tree wants to start reevaluating the tree.
- public override bool OnReevaluationStarted()
- {
- // Cannot reevaluate if the task hasn't even started yet
- if (executionStatus == TaskStatus.Inactive) {
- return false;
- }
-
- reevaluating = true;
- return true;
- }
-
- // Determine if a task with a higher utility exists.
- public override void OnReevaluationEnded(TaskStatus status)
- {
- reevaluating = false;
-
- // Loop through all of the available children and pick the task with the highest utility.
- int prevChildIndex = currentChildIndex;
- highestUtility = float.MinValue;
- for (int i = 0; i < availableChildren.Count; ++i) {
- float utility = children[availableChildren[i]].GetUtility();
- if (utility > highestUtility) {
- highestUtility = utility;
- currentChildIndex = availableChildren[i];
- }
- }
-
- // If the index is different then the current child task should be aborted and the higher utility task should be run.
- if (prevChildIndex != currentChildIndex) {
- BehaviorManager.instance.Interrupt(Owner, children[prevChildIndex], this);
- executionStatus = TaskStatus.Inactive;
- }
- }
- }
-}
\ No newline at end of file diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Composites/UtilitySelector.cs.meta b/Assets/ThirdParty/Behavior Designer/Runtime/Composites/UtilitySelector.cs.meta deleted file mode 100644 index f65ef498..00000000 --- a/Assets/ThirdParty/Behavior Designer/Runtime/Composites/UtilitySelector.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2
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