Behavior Designer官网示例设计图
2019-12-03 17:46:17 1 举报
AI智能生成
用思维导图整理的Behavior Designer行为树插件官网示例设计图。官网上这一块内容的地址链接见思维导图根节点的备注内容。官网上的视频也已经下载,分享链接见根节点备注。
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大纲/内容
Behavior Designer官网示例设计图
官网教程链接
Entry
Sequence
Set Bool(Reset wander.)
Set Bool(Reset the target Position.)
Set Shared Game Object(Reset the target.)
Parallel
Reperater
Selector
Sequence(Lower Priority)(Find ammo if the amount of ammo is low.)
Float Comparison(Use a property map to determine how much ammo is remaining.)
Start Stop Ability(The agent should not aim while getting ammo.)
Start Stop Ability(Run to the ammo location.)
Seek
Start Stop Ability(Stop Running.)
Sequence(Lower Priority)(Seek the target if it come within Sight.)
Can See Object
Is Alive(The target must be alive.)
Set Shared Game Object(Transfer the Can See Target to the Target-this prevents Can See Object from updating the main Target veriable.)
Set Bool(Wander when the agent loses sight of the target.)
Set Bool(Update the position so the agent will know where to seek to.)
Sequence(Self)
Is Alive(The Target must be alive.)
Reperater(Start attacking as soon as the target is within sight.)
Can See Object(Attack the target for as long as the target is within sight. )
Start Stop Ability(The agent should keep aiming.)
Start Stop Use(Attack.)
Wait(Shot cooldown.)
Sequence(Move towards the target's position.As soon as the agent arrives try to stay within distance.)
Return Success
Within Distance(Stop seeking as soon as the agent within distance of the target's position.)
Start Stop Use(Stop Attacking.)
Start Stop Ability(Run towards the target.)
Start Stop Ability(Stop running.)
Within Distance(Stop chasing the target if the target gets too far away.)
Sequence (Both)
Inverter
Start Stop Ability(Run towards the target position.)
Get Position
Seek(Move to a close enough distance in order to attack.)
Start Stop Ability
Idle(The agent is within distance and can see the target.No movement is necessary.)
Start Stop Ability(The target is no longer near-stop aiming.)
Sequence(The target died.)
Set Bool(Stop wandering.)
Set Bool(Stop updating the position.)
Set Shared Game Object.(Reset the target.)
Sequence(Lower Priority)(Search for the target if the target attack the agent.)
Has Taken Damage
Set Bool(The agent should wander if they lose sight of the target.)
Set Bool(The position to seek to should be update.)
Sequence(Get a health pack if the health is low.)
Float Comparison(A low health value is less than 30.)
Start Stop AbiityThe agent should not aim while getting a health pack.
Set Bool
Set Shared Game Object(The agent shouldn't store the target when wandering.)
Return Failuer(Return Failuer so the tree will continue.)
Start Stop Ability(The Taret is no longer near-stop aiming.)
Sequence(Lower Priority)(Search for the target if the target is heard by the agent.)
Can Hear Object
Set Bool(Wander at the target position.)
Set Bool(Update the target's position.)
Sequence(The agent may need to wander at the last know position of the target.)
Bool Comparison(Should the agent wander?)
Start Stop Ability(Run to the wander point.)
Set Bool(The agent dose not need to wander anymore.)
Parallel Selector(Wander for a small amount of time before giving up.)
Wander
Wait
Sequence(Default branch:patrol the specified area.)
Start Stop Ability(The agent should not run.)
Set Bool(Reset the position variable.)
Patrol
Sequence(Update the target's last position when the solider is aware of the target.)
Bool Comparision
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