2019년 4월 12일 금요일

# 유니티 C# 버전 기본 Behavior Tree ( 가장 기초적인 형태)

참고한 레퍼런스 :
 1) http://kindtis.tistory.com/590
 2) http://www.gamasutra.com/blogs/ChrisSimpson/20140717/221339/Behavior_trees_for_AI_How_they_work.php

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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 )

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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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