Add behaviour system

This commit is contained in:
Jens Pitkänen 2019-08-03 18:36:17 +03:00
parent 964c6add90
commit 7c6e81301b
26 changed files with 727 additions and 1 deletions

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using UnityEngine;
namespace Saltosion.OneWeapon.AI {
public abstract class Behaviour : MonoBehaviour {
/* Returns whether or not Exectute() should be called this frame */
public abstract bool CanBehave(Enemy subject);
/* Returns whether or not this was a blocking behaviour, ie. should the behaviour processing be stopped here */
public abstract bool Execute(Enemy subject);
}
}

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using System;
using UnityEngine;
namespace Saltosion.OneWeapon.AI {
[Serializable]
public class BehaviourBranch : BehaviourNode {
public Trigger Trigger;
public BehaviourNode[] TriggeredNodes;
public BehaviourNode[] NotTriggeredNodes;
/* Returns true if any action was taken. */
public override bool Execute(Enemy subject) {
if (Trigger.IsTriggered(subject)) {
foreach (BehaviourNode Node in TriggeredNodes) {
if (Node.Execute(subject)) {
return true;
}
}
} else {
foreach (BehaviourNode Node in NotTriggeredNodes) {
if (Node.Execute(subject)) {
return true;
}
}
}
return false;
}
}
}

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using System;
using UnityEngine;
namespace Saltosion.OneWeapon.AI {
[Serializable]
public class BehaviourLeaf : BehaviourNode {
public Behaviour[] Behaviours;
public bool IsLeaf { get { return Behaviours.Length > 0; } }
/* Returns true if any action was taken. */
public override bool Execute(Enemy subject) {
bool Acted = false;
foreach (Behaviour Behaviour in Behaviours) {
if (Behaviour.CanBehave(subject)) {
if (Behaviour.Execute(subject)) {
return true;
} else {
Acted = true;
}
}
}
return Acted;
}
}
}

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using System;
using UnityEngine;
namespace Saltosion.OneWeapon.AI {
[Serializable]
public abstract class BehaviourNode : MonoBehaviour {
/* Returns true if any action was taken. */
public abstract bool Execute(Enemy subject);
}
}

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using UnityEngine;
namespace Saltosion.OneWeapon.AI.Behaviours {
public class Follow : Behaviour {
public Transform Target;
public float CloseEnoughRadius;
public override bool CanBehave(Enemy subject) {
return true;
}
public override bool Execute(Enemy subject) {
if (Target != null) {
Vector2 position = subject.transform.position;
Vector2 targetPosition = Target.position;
Vector2 delta = targetPosition - position;
if (delta.magnitude > CloseEnoughRadius) {
delta -= delta.normalized * CloseEnoughRadius;
subject.StartMovingTo(position + delta);
return true;
}
}
subject.StopMoving();
return false;
}
}
}

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using UnityEngine;
namespace Saltosion.OneWeapon.AI {
public abstract class Trigger : MonoBehaviour {
public abstract bool IsTriggered(Enemy subject);
}
}

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using UnityEngine;
namespace Saltosion.OneWeapon.AI.Triggers {
public class EnemySighted : Trigger {
public float Radius;
public Enemy ClosestEnemy { get; private set; }
public override bool IsTriggered(Enemy subject) {
Collider2D[] NearbyEnemies = Physics2D.OverlapCircleAll(subject.transform.position, Radius);
float LowestDistance = float.PositiveInfinity;
bool FoundEnemy = false;
foreach (Collider2D Enemy in NearbyEnemies) {
float Distance = (Enemy.transform.position - subject.transform.position).magnitude;
Enemy EnemyComponent = Enemy.GetComponent<Enemy>();
if (EnemyComponent != null && Distance < LowestDistance && Enemy.gameObject != gameObject) {
LowestDistance = Distance;
ClosestEnemy = EnemyComponent;
FoundEnemy = true;
}
}
return FoundEnemy;
}
}
}

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using UnityEngine;
using Saltosion.OneWeapon.AI;
namespace Saltosion.OneWeapon {
[RequireComponent(typeof(Rigidbody2D))]
public class Enemy : MonoBehaviour {
public float MoveSpeed;
public BehaviourNode BehaviourTree;
private Rigidbody2D Body;
private bool MovingToTarget = false;
private Vector2 TargetPosition;
private void Start() {
Body = GetComponent<Rigidbody2D>();
}
private void Update() {
BehaviourTree.Execute(this);
}
private void FixedUpdate() {
if (MovingToTarget) {
Body.velocity = (TargetPosition - Body.position).normalized * MoveSpeed;
}
}
public void StartMovingTo(Vector2 target) {
TargetPosition = target;
MovingToTarget = true;
}
public void StopMoving() {
MovingToTarget = false;
}
}
}

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using UnityEngine;
using Saltosion.OneWeapon.AI;
namespace Saltosion.OneWeapon {
[RequireComponent(typeof(AI.Behaviours.Follow), typeof(AI.Triggers.EnemySighted))]
public class EnemyFollower : MonoBehaviour {
public AI.Behaviours.Follow Follow;
public AI.Triggers.EnemySighted EnemySighted;
private void Update() {
if (EnemySighted.ClosestEnemy == null) {
Follow.Target = null;
} else {
Follow.Target = EnemySighted.ClosestEnemy.transform;
}
}
}
}

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