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。
作者其他创作
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Entry
Sequence
Set Bool
(Reset wander.)
(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.)
(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.)
(Seek the target if it come within Sight.)
Can See Object
Is Alive
(The target must be 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.)
(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.)
Selector
Sequence(Self)
Is Alive
(The Target must be alive.)
Selector
Parallel
Reperater
(Start attacking as soon as
the target is within sight.)
(Start attacking as soon as
the target is within sight.)
Sequence
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.)
(Move towards the target's
position.As soon as the agent
arrives try to stay within distance.)
Return Success
Sequence(Self)
Within Distance
(Stop seeking as soon as
the agent within distance of
the target's position.)
Start Stop Use
(Stop Attacking.)
(Stop Attacking.)
Start Stop Ability
(Run towards the target.)
Seek
Start Stop Ability
(Stop running.)
Reperater
Sequence(Self)
Within Distance
(Stop chasing the target
if the target gets too far away.)
Selector
Sequence (Both)
Inverter
Can See Object
Start Stop Use
(Stop Attacking.)
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.)
Sequence
Start Stop Use
(Stop Attacking.)
Start Stop Ability
(The target is no longer
near-stop aiming.)
(The target is no longer
near-stop aiming.)
Sequence
(The target died.)
(The target died.)
Start Stop Use
(Stop Attacking.)
Set Bool
(Stop wandering.)
(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.)
(Search for the target if the
target attack the agent.)
Has Taken Damage
Get Position
Set Bool
(The agent should wander if
they lose sight of the target.)
Set Bool
(The position to seek to should be update.)
Start Stop Ability
(Run towards the target.)
Return Success
Sequence
(Get a health pack if the health is low.)
(Get a health pack if the health is low.)
Float Comparison
(A low health value is less than 30.)
Start Stop Abiity
The agent should not aim
while getting a health pack.
Seek
Start Stop Ability
(Stop running.)
Set Bool
Set Shared Game Object
(The agent shouldn't store the
target when wandering.)
Return Failuer
(Return Failuer so the tree will continue.)
(Return Failuer so the tree will continue.)
Start Stop Ability
(The Taret is no longer near-
stop aiming.)
(The Taret is no longer near-
stop aiming.)
Sequence(Lower Priority)
(Search for the target if the
target is heard by the agent.)
(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.)
Start Stop Ability
(Run towards the target.)
Seek
Start Stop Ability
Sequence
(The agent may need to
wander at the last know
position of the target.)
(The agent may need to
wander at the last know
position of the target.)
Bool Comparison
(Should the agent wander?)
Set Bool
Start Stop Ability
(Run to the wander point.)
Seek
Start Stop Ability
Set Bool
(The agent dose not need
to wander anymore.)
Parallel Selector
(Wander for a small amount of
time before giving up.)
(Wander for a small amount of
time before giving up.)
Wander
Wait
Sequence
(Default branch:patrol
the specified area.)
(Default branch:patrol
the specified area.)
Start Stop Ability
(The agent should not run.)
Set Bool
(Reset the position variable.)
Patrol
Reperater
Sequence
(Update the target's
last position when the
solider is aware of the target.)
(Update the target's
last position when the
solider is aware of the target.)
Bool Comparision
Get Position
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