game2006/server/bin/exported/function/FnFindPathToTarget.xml
aozhiwei 864a04bfb4 1
2023-11-03 17:14:25 +08:00

122 lines
5.6 KiB
XML

<?xml version="1.0" encoding="utf-8"?>
<!--EXPORTED BY TOOL, DON'T MODIFY IT!-->
<!--Source File: function\FnFindPathToTarget.xml-->
<behavior name="function/FnFindPathToTarget" agenttype="HeroAgent" version="5">
<node class="Sequence" id="0">
<node class="Assignment" id="1">
<property CastRight="false" />
<property Opl="float Self.HeroAgent::tmp_val0" />
<property Opr="Self.BaseAgent::RandRangeAsFloat(50,125)" />
</node>
<node class="Assignment" id="2">
<property CastRight="false" />
<property Opl="glm::vec3 Self.HeroAgent::tmp_point0" />
<property Opr="current_target_agent.TargetAgent::GetPos()" />
</node>
<node class="Assignment" id="13">
<property CastRight="false" />
<property Opl="float Self.HeroAgent::tmp_val1" />
<property Opr="const float 0" />
</node>
<node class="Action" id="14">
<property Method="Self.HeroAgent::DebugOut(&quot;ddddd寻路&quot;,0,0,0)" />
<property ResultOption="BT_INVALID" />
</node>
<node class="Parallel" id="4">
<property ChildFinishPolicy="CHILDFINISH_ONCE" />
<property ExitPolicy="EXIT_NONE" />
<property FailurePolicy="FAIL_ON_ONE" />
<property SuccessPolicy="SUCCEED_ON_ONE" />
<node class="Action" id="3">
<property Method="Self.HeroAgent::CoFindPathEx(glm::vec3 Self.HeroAgent::tmp_point0,float Self.HeroAgent::tmp_val0)" />
<property ResultOption="BT_INVALID" />
<attachment class="Precondition" id="8" flag="precondition">
<property BinaryOperator="And" />
<property Operator="Equal" />
<property Opl="float Self.HeroAgent::tmp_val1" />
<property Opr2="const float 0" />
<property Phase="Enter" />
</attachment>
<attachment class="Effector" id="12" flag="effector">
<property Operator="Assign" />
<property Opl="float Self.HeroAgent::tmp_val1" />
<property Opr2="const float 1" />
<property Phase="Success" />
</attachment>
</node>
<node class="DecoratorLoop" id="17">
<property Count="const int -1" />
<property DecorateWhenChildEnds="true" />
<property DoneWithinFrame="false" />
<attachment class="Precondition" id="33" flag="precondition">
<property BinaryOperator="And" />
<property Operator="Equal" />
<property Opl="float Self.HeroAgent::tmp_val1" />
<property Opr2="const float 0" />
<property Phase="Both" />
</attachment>
<node class="IfElse" id="18">
<node class="Or" id="22">
<node class="Condition" id="20">
<property Operator="Equal" />
<property Opl="current_target_agent.TargetAgent::HasBuffEffect(kBET_Hide)" />
<property Opr="const bool true" />
</node>
<node class="Condition" id="21">
<property Operator="Equal" />
<property Opl="current_target_agent.TargetAgent::HasBuffEffect(kBET_InGrass)" />
<property Opr="const bool true" />
</node>
</node>
<node class="Sequence" id="24">
<node class="Action" id="5">
<property Method="Self.HeroAgent::DebugOut(&quot;ddddd隐身随机走&quot;,0,0,0)" />
<property ResultOption="BT_INVALID" />
</node>
<node class="Selector" id="7">
<node class="SelectorProbability" id="10">
<node class="DecoratorWeight" id="15">
<property DecorateWhenChildEnds="false" />
<property Weight="const int 50" />
<node class="ReferencedBehavior" id="19">
<property ReferenceBehavior="const string &quot;task/RandomWalk&quot;" />
<property Task="Self.HeroAgent::RandomWalk(0,0,{x=0;y=0;z=0;})" />
</node>
</node>
<node class="DecoratorWeight" id="16">
<property DecorateWhenChildEnds="false" />
<property Weight="const int 50" />
<node class="ReferencedBehavior" id="11">
<property ReferenceBehavior="const string &quot;task/RandomShot&quot;" />
<property Task="Self.HeroAgent::RandomShot(0,0,{x=0;y=0;z=0;})" />
</node>
</node>
</node>
<node class="True" id="9" />
</node>
<node class="Action" id="6">
<property Method="Self.HeroAgent::DebugOut(&quot;ddddd隐身改变量&quot;,0,0,0)" />
<property ResultOption="BT_INVALID" />
</node>
<node class="Assignment" id="26">
<property CastRight="false" />
<property Opl="float Self.HeroAgent::tmp_val1" />
<property Opr="const float 1" />
</node>
<node class="Action" id="28">
<property Method="Self.HeroAgent::DebugOut(&quot;ddddd隐身跳出循环&quot;,0,0,0)" />
<property ResultOption="BT_INVALID" />
</node>
</node>
<node class="Sequence" id="29">
<node class="True" id="23" />
<node class="Action" id="30">
<property Method="Self.HeroAgent::DebugOut(&quot;ddddd没隐身返回真&quot;,0,0,0)" />
<property ResultOption="BT_INVALID" />
</node>
</node>
</node>
</node>
</node>
</node>
</behavior>