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BehaviorTree.cs
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BehaviorTree.cs
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public enum NodeResult { Failed, Running, Succeeded }
public class BehaviorTree
{
BehaviorNode tree;
public bool Running { get; private set; }
public BehaviorTree(BehaviorNode startingNode)
{
if (startingNode == null)
{
Running = false;
}
else
{
tree = startingNode;
Run();
}
}
public void Run()
{
Running = true;
}
/// <summary>
/// Should be called in a MonoBehaviour's Update()
/// </summary>
public void Tick()
{
if (Running)
{
NodeResult result = tree.ConductAction();
if (result == NodeResult.Running)
{
return;
}
Running = result == NodeResult.Succeeded;
}
}
}
public abstract class BehaviorNode
{
public List<BehaviorNode> children = new List<BehaviorNode>();
public abstract NodeResult ConductAction();
public BehaviorNode(BehaviorNode[] nodes)
{
for (int i = 0; i < nodes.Length; i++)
{
children.Add(nodes[i]);
}
}
}
public class RepeaterNode : BehaviorNode
{
public bool RunForever = true;
public int StepsToRun = 1;
public bool StopOnFailure = false;
private int timesRun = 0;
public RepeaterNode(params BehaviorNode[] nodes) : base(nodes)
{
}
public override NodeResult ConductAction()
{
for (int i = 0; i < children.Count; i++)
{
switch (children[i].ConductAction())
{
case NodeResult.Running:
return NodeResult.Running;
case NodeResult.Failed:
if (StopOnFailure)
{
return NodeResult.Failed;
}
break;
}
}
if (!RunForever)
{
timesRun++;
if (timesRun >= StepsToRun)
{
return NodeResult.Failed;
}
}
return NodeResult.Succeeded;
}
}
/// <summary>
/// AND Functionality
/// </summary>
public class SequenceNode : BehaviorNode
{
public SequenceNode(params BehaviorNode[] nodes) : base(nodes)
{
}
public override NodeResult ConductAction()
{
for (int i = 0; i < children.Count; i++)
{
switch (children[i].ConductAction())
{
case NodeResult.Running:
return NodeResult.Running;
case NodeResult.Failed:
return NodeResult.Failed;
}
}
return NodeResult.Succeeded;
}
}
/// <summary>
/// OR Functionality
/// </summary>
public class AnyNode : BehaviorNode
{
public AnyNode(params BehaviorNode[] nodes) : base(nodes)
{
}
public override NodeResult ConductAction()
{
for (int i = 0; i < children.Count; i++)
{
switch (children[i].ConductAction())
{
case NodeResult.Running:
return NodeResult.Running;
case NodeResult.Succeeded:
return NodeResult.Succeeded;
}
}
return NodeResult.Failed;
}
}
public abstract class DelayNode : BehaviorNode
{
protected NodeResult finalResult = NodeResult.Running;
public bool IsRunning { get; protected set; } = false;
public DelayNode(BehaviorNode[] nodes) : base(nodes)
{
}
}
public class RunNode : DelayNode
{
public Action<Action<NodeResult>> behavior;
bool finishedRunning = false;
public RunNode(Action<Action<NodeResult>> action, params BehaviorNode[] nodes) : base(nodes)
{
behavior = action;
}
public override NodeResult ConductAction()
{
if (IsRunning)
{
if (finishedRunning)
{
IsRunning = false;
finishedRunning = false;
return finalResult;
}
return NodeResult.Running;
}
else
{
IsRunning = true;
finishedRunning = false;
behavior(DoneRunning);
if (finishedRunning)
{
return finalResult;
}
return NodeResult.Running;
}
}
private void DoneRunning(NodeResult result)
{
finishedRunning = true;
finalResult = result;
}
}
public class WaitNode : DelayNode
{
float timer = 0;
float runTime = 0;
public WaitNode(float timeToRun, params BehaviorNode[] nodes) : base(nodes)
{
runTime = timeToRun;
}
public override NodeResult ConductAction()
{
if (IsRunning)
{
timer -= Time.deltaTime;
if (timer <= 0)
{
IsRunning = false;
return NodeResult.Succeeded;
}
return NodeResult.Running;
}
else
{
IsRunning = true;
timer = runTime;
return NodeResult.Running;
}
}
}
public class WaitDynamicNode : DelayNode
{
protected Func<float> runTime = null;
float timer = 0;
public WaitDynamicNode(Func<float> timeToRun, params BehaviorNode[] nodes) : base(nodes)
{
runTime = timeToRun;
}
public override NodeResult ConductAction()
{
if (IsRunning)
{
timer -= Time.deltaTime;
if (timer <= 0)
{
IsRunning = false;
return NodeResult.Succeeded;
}
return NodeResult.Running;
}
else
{
IsRunning = true;
timer = runTime();
return NodeResult.Running;
}
}
}