1) http://kindtis.tistory.com/590
2) http://www.gamasutra.com/blogs/ChrisSimpson/20140717/221339/Behavior_trees_for_AI_How_they_work.php
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 | using UnityEngine; using System.Collections; using System; using System.Collections.Generic; public abstract class Node { public abstract bool Invoke(); } public class CompositeNode : Node { public override bool Invoke() { throw new NotImplementedException(); } public void AddChild(Node node) { childrens.Push(node); } public Stack<Node> GetChildrens() { return childrens; } private Stack<Node> childrens = new Stack<Node>(); } public class Selector : CompositeNode { public override bool Invoke() { foreach (var node in GetChildrens()) { if (node.Invoke()) { return true; } } return false; } } public class Sequence : CompositeNode { public override bool Invoke() { foreach (var node in GetChildrens()) { if (!node.Invoke()) { return false; } } return true; } } public class MoveForTarget : Node { public MonsterController monController { set { _monController = value; } } private MonsterController _monController; public override bool Invoke() { _monController.MoveForTarget(); return true; } } public class RotAroundTarget : Node { public MonsterController monController { set { _monController = value; } } private MonsterController _monController; public override bool Invoke() { _monController.RotAroundTarget(); return true; } } public class StartAttack : Node { public MonsterController monController { set { _monController = value; } } private MonsterController _monController; public override bool Invoke() { _monController.StartAttack(); return true; } } public class StopAttack : Node { public MonsterController monController { set { _monController = value; } } private MonsterController _monController; public override bool Invoke() { _monController.StopAttack(); return true; } } public class IsTooCloseTarget : Node { public MonsterController monController { set { _monController = value; } } private MonsterController _monController; public override bool Invoke() { if (_monController.IsTooCloseTarget()) return true; else return false; } } public class DeadProcess : Node { public MonsterController monController { set { _monController = value; } } private MonsterController _monController; public override bool Invoke() { _monController.DeadPrcoess(); return true; } } public class IsDead : Node { public MonsterController monController { set { _monController = value; } } private MonsterController _monController; public override bool Invoke() { if (_monController.IsDead()) { return true; } else return false; } } public abstract class BT_base : MonoBehaviour { public abstract void Init(); public abstract void StartBT(); public abstract void StopBT(); public abstract IEnumerator BehaviorProcess(); } |
행동트리의 베이스 클래스이며 아래 클래스는 이를 상속하여 재정의한 클래스이다. ( 노말타입의 몬스터 행동트리 )
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 | using UnityEngine; using System.Collections; using System; using System.Collections.Generic; public class BT_normalAI : BT_base { private Sequence root = new Sequence(); private Selector selector = new Selector(); private Sequence seqMovingAttack = new Sequence(); private Sequence seqDead = new Sequence(); private MoveForTarget moveForTarget = new MoveForTarget(); private StartAttack startAttack = new StartAttack(); private StopAttack stopAttack = new StopAttack(); private IsTooCloseTarget isTooClose = new IsTooCloseTarget(); private RotAroundTarget rotTarget = new RotAroundTarget(); private IsDead isDead = new IsDead(); private DeadProcess deadProcess = new DeadProcess(); private IEnumerator behaviorProcess; private MonsterController monController; public override void Init() { monController = gameObject.GetComponent<MonsterController>(); monController.Init(); root.AddChild(selector); selector.AddChild(seqMovingAttack); selector.AddChild(seqDead); moveForTarget.monController = monController; startAttack.monController = monController; stopAttack.monController = monController; isTooClose.monController = monController; rotTarget.monController = monController; isDead.monController = monController; deadProcess.monController = monController; seqMovingAttack.AddChild(isTooClose); seqMovingAttack.AddChild(moveForTarget); seqMovingAttack.AddChild(rotTarget); seqMovingAttack.AddChild(startAttack); seqDead.AddChild(deadProcess); seqDead.AddChild(stopAttack); seqDead.AddChild(isDead); behaviorProcess = BehaviorProcess(); } public override void StartBT() { StartCoroutine(behaviorProcess); } public override void StopBT() { StopCoroutine(behaviorProcess); } public override IEnumerator BehaviorProcess() { while (!root.Invoke()) { yield return new WaitForEndOfFrame(); } Debug.Log("behavior process exit"); } } |
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