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@ -50,6 +50,11 @@
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</node>
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<node class="True" id="107" />
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</node>
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<node class="Condition" id="118">
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<property Operator="Equal" />
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<property Opl="Self.HeroAgent::CanAttack()" />
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<property Opr="const bool true" />
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</node>
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<node class="Selector" id="100">
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<node class="IfElse" id="9">
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<node class="Condition" id="10">
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@ -37,40 +37,73 @@
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<node class="DecoratorWeight" id="24">
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<property DecorateWhenChildEnds="false" />
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<property Weight="const int 50" />
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<node class="IfElse" id="6">
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<node class="Condition" id="7">
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<node class="IfElse" id="26">
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<node class="Condition" id="27">
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<property Operator="Equal" />
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<property Opl="Self.HeroAgent::SearchEnemy(500)" />
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<property Opr="const behaviac::EBTStatus BT_SUCCESS" />
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<property Opl="Self.HeroAgent::CanAttack()" />
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<property Opr="const bool false" />
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</node>
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<node class="ReferencedBehavior" id="8">
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<property ReferenceBehavior="const string "task/ChaseToKill"" />
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<property Task="Self.HeroAgent::ChaseToKill(0,0,0)" />
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</node>
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<node class="Sequence" id="17">
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<node class="SelectorProbability" id="9">
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<node class="DecoratorWeight" id="10">
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<node class="IfElse" id="34">
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<node class="Condition" id="35">
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<property Operator="Equal" />
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<property Opl="Self.HeroAgent::IsMoving()" />
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<property Opr="const bool false" />
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</node>
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<node class="SelectorProbability" id="28">
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<node class="DecoratorWeight" id="29">
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<property DecorateWhenChildEnds="false" />
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<property Weight="const int 50" />
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<node class="ReferencedBehavior" id="11">
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<node class="ReferencedBehavior" id="30">
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<property ReferenceBehavior="const string "task/RandomWalk"" />
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<property Task="Self.HeroAgent::RandomWalk(0,0,{x=0;y=0;z=0;})" />
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</node>
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</node>
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<node class="DecoratorWeight" id="12">
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<node class="DecoratorWeight" id="31">
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<property DecorateWhenChildEnds="false" />
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<property Weight="const int 0" />
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<node class="ReferencedBehavior" id="13">
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<property ReferenceBehavior="const string "task/RandomShot"" />
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<property Task="Self.HeroAgent::RandomShot(0,0,{x=0;y=0;z=0;})" />
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<property Weight="const int 50" />
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<node class="Action" id="32">
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<property Method="Self.HeroAgent::CoIdle(1000,1500)" />
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<property ResultOption="BT_INVALID" />
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</node>
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</node>
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<node class="DecoratorWeight" id="14">
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<property DecorateWhenChildEnds="false" />
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<property Weight="const int 60" />
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<node class="Action" id="15">
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<property Method="Self.HeroAgent::CoIdle(2000,4000)" />
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<property ResultOption="BT_INVALID" />
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</node>
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<node class="True" id="36" />
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</node>
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<node class="IfElse" id="6">
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<node class="Condition" id="7">
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<property Operator="Equal" />
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<property Opl="Self.HeroAgent::SearchEnemy(500)" />
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<property Opr="const behaviac::EBTStatus BT_SUCCESS" />
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</node>
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<node class="ReferencedBehavior" id="8">
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<property ReferenceBehavior="const string "task/ChaseToKill"" />
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<property Task="Self.HeroAgent::ChaseToKill(0,0,0)" />
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</node>
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<node class="Sequence" id="17">
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<node class="SelectorProbability" id="9">
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<node class="DecoratorWeight" id="10">
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<property DecorateWhenChildEnds="false" />
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<property Weight="const int 50" />
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<node class="ReferencedBehavior" id="11">
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<property ReferenceBehavior="const string "task/RandomWalk"" />
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<property Task="Self.HeroAgent::RandomWalk(0,0,{x=0;y=0;z=0;})" />
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</node>
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</node>
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<node class="DecoratorWeight" id="12">
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<property DecorateWhenChildEnds="false" />
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<property Weight="const int 0" />
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<node class="ReferencedBehavior" id="13">
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<property ReferenceBehavior="const string "task/RandomShot"" />
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<property Task="Self.HeroAgent::RandomShot(0,0,{x=0;y=0;z=0;})" />
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</node>
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</node>
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<node class="DecoratorWeight" id="14">
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<property DecorateWhenChildEnds="false" />
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<property Weight="const int 60" />
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<node class="Action" id="15">
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<property Method="Self.HeroAgent::CoIdle(2000,4000)" />
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<property ResultOption="BT_INVALID" />
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</node>
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</node>
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</node>
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</node>
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@ -27,62 +27,93 @@
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<property Method="Self.HeroAgent::RegisterEvents(1:kMobaModeReviveEvent)" />
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<property ResultOption="BT_INVALID" />
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</node>
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<node class="IfElse" id="6">
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<node class="Condition" id="7">
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<node class="IfElse" id="33">
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<node class="Condition" id="34">
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<property Operator="Equal" />
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<property Opl="Self.HeroAgent::SearchEnemy(500)" />
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<property Opr="const behaviac::EBTStatus BT_SUCCESS" />
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<property Opl="Self.HeroAgent::CanAttack()" />
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<property Opr="const bool false" />
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</node>
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<node class="ReferencedBehavior" id="8">
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<property ReferenceBehavior="const string "task/ChaseToKill"" />
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<property Task="Self.HeroAgent::ChaseToKill(0,0,0)" />
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</node>
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<node class="Sequence" id="4">
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<node class="Action" id="5">
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<property Method="Self.HeroAgent::CoGetNextMobaModeRoadPoint()" />
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<property ResultOption="BT_INVALID" />
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<node class="IfElse" id="15">
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<node class="Condition" id="35">
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<property Operator="Equal" />
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<property Opl="Self.HeroAgent::IsMoving()" />
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<property Opr="const bool true" />
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</node>
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<node class="Sequence" id="21">
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<node class="Assignment" id="22">
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<property CastRight="false" />
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<property Opl="int Self.HeroAgent::_$local_task_param_$_1" />
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<property Opr="Self.BaseAgent::GetTickCount()" />
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</node>
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<node class="Parallel" id="9">
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<property ChildFinishPolicy="CHILDFINISH_ONCE" />
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<property ExitPolicy="EXIT_NONE" />
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<property FailurePolicy="FAIL_ON_ONE" />
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<property SuccessPolicy="SUCCEED_ON_ONE" />
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<node class="Action" id="10">
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<property Method="Self.HeroAgent::CoFindPath(glm::vec3 Self.HeroAgent::out_point0)" />
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<property ResultOption="BT_INVALID" />
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<attachment class="Precondition" id="11" flag="precondition">
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<property BinaryOperator="And" />
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<property Operator="Assign" />
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<property Opl="int Self.HeroAgent::_$local_task_param_$_0" />
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<property Opr2="const int 0" />
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<property Phase="Enter" />
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</attachment>
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<attachment class="Effector" id="12" flag="effector">
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<property Operator="Assign" />
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<property Opl="int Self.HeroAgent::_$local_task_param_$_0" />
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<property Opr2="const int 1" />
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<property Phase="Both" />
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</attachment>
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<node class="True" id="36" />
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<node class="SelectorProbability" id="37">
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<node class="DecoratorWeight" id="38">
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<property DecorateWhenChildEnds="false" />
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<property Weight="const int 50" />
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<node class="ReferencedBehavior" id="39">
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<property ReferenceBehavior="const string "task/RandomWalk"" />
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<property Task="Self.HeroAgent::RandomWalk(0,0,{x=0;y=0;z=0;})" />
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</node>
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<node class="DecoratorLoop" id="13">
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<property Count="const int -1" />
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<property DecorateWhenChildEnds="true" />
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<property DoneWithinFrame="false" />
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<attachment class="Precondition" id="14" flag="precondition">
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<property BinaryOperator="And" />
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<property Operator="Equal" />
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<property Opl="int Self.HeroAgent::_$local_task_param_$_0" />
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<property Opr2="const int 0" />
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<property Phase="Both" />
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</attachment>
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<node class="Sequence" id="16">
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<node class="IfElse" id="15">
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</node>
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<node class="DecoratorWeight" id="40">
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<property DecorateWhenChildEnds="false" />
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<property Weight="const int 50" />
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<node class="Action" id="41">
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<property Method="Self.HeroAgent::CoIdle(500,1500)" />
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<property ResultOption="BT_INVALID" />
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</node>
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</node>
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</node>
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</node>
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<node class="IfElse" id="6">
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<node class="Condition" id="7">
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<property Operator="Equal" />
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<property Opl="Self.HeroAgent::SearchEnemy(500)" />
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<property Opr="const behaviac::EBTStatus BT_SUCCESS" />
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</node>
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<node class="ReferencedBehavior" id="8">
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<property ReferenceBehavior="const string "task/ChaseToKill"" />
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<property Task="Self.HeroAgent::ChaseToKill(0,0,0)" />
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</node>
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<node class="Sequence" id="4">
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<node class="Action" id="5">
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<property Method="Self.HeroAgent::CoGetNextMobaModeRoadPoint()" />
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<property ResultOption="BT_INVALID" />
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</node>
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<node class="Sequence" id="21">
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<node class="Assignment" id="22">
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<property CastRight="false" />
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<property Opl="int Self.HeroAgent::_$local_task_param_$_1" />
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<property Opr="Self.BaseAgent::GetTickCount()" />
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</node>
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<node class="Parallel" id="9">
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<property ChildFinishPolicy="CHILDFINISH_LOOP" />
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<property ExitPolicy="EXIT_NONE" />
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<property FailurePolicy="FAIL_ON_ONE" />
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<property SuccessPolicy="SUCCEED_ON_ONE" />
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<node class="Action" id="10">
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<property Method="Self.HeroAgent::CoFindPath(glm::vec3 Self.HeroAgent::out_point0)" />
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<property ResultOption="BT_INVALID" />
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<attachment class="Precondition" id="11" flag="precondition">
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<property BinaryOperator="And" />
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<property Operator="Assign" />
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<property Opl="int Self.HeroAgent::_$local_task_param_$_0" />
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<property Opr2="const int 0" />
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<property Phase="Enter" />
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</attachment>
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<attachment class="Effector" id="12" flag="effector">
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<property Operator="Assign" />
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<property Opl="int Self.HeroAgent::_$local_task_param_$_0" />
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<property Opr2="const int 1" />
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<property Phase="Both" />
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</attachment>
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</node>
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<node class="DecoratorLoop" id="13">
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<property Count="const int -1" />
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<property DecorateWhenChildEnds="true" />
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<property DoneWithinFrame="false" />
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<attachment class="Precondition" id="14" flag="precondition">
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<property BinaryOperator="And" />
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<property Operator="Equal" />
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<property Opl="int Self.HeroAgent::_$local_task_param_$_0" />
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<property Opr2="const int 0" />
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<property Phase="Both" />
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</attachment>
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<node class="Sequence" id="16">
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<node class="Condition" id="17">
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<property Operator="Greater" />
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<property Opl="Self.BaseAgent::DeltaTime(int Self.HeroAgent::_$local_task_param_$_1)" />
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@ -105,15 +136,15 @@
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</node>
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</node>
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<node class="False" id="23" />
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</node>
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<node class="Assignment" id="19">
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<property CastRight="false" />
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<property Opl="int Self.HeroAgent::_$local_task_param_$_0" />
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<property Opr="const int 1" />
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</node>
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<node class="Action" id="20">
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<property Method="Self.BaseAgent::AbortCoroutine(kCoFindPath)" />
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<property ResultOption="BT_SUCCESS" />
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<node class="Assignment" id="19">
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<property CastRight="false" />
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<property Opl="int Self.HeroAgent::_$local_task_param_$_0" />
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<property Opr="const int 1" />
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</node>
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<node class="Action" id="20">
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<property Method="Self.BaseAgent::AbortCoroutine(kCoFindPath)" />
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<property ResultOption="BT_SUCCESS" />
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</node>
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</node>
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</node>
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</node>
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