[Asset] Add Behavior Designer
8
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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using System.Text.RegularExpressions;
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namespace BehaviorDesigner.Runtime.Formations
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{
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public class BehaviorSelection : MonoBehaviour
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{
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public GameObject leader;
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public GUISkin descriptionGUISkin;
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public Transform redirectTarget;
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public Transform secondaryRedirectTarget;
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private Dictionary<int, List<BehaviorTree>> behaviorTreeGroup = new Dictionary<int, List<BehaviorTree>>();
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private List<Transform> agents = new List<Transform>();
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private List<Vector3> agentStartPosition = new List<Vector3>();
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private List<Quaternion> agentStartRotation = new List<Quaternion>();
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private enum BehaviorSelectionType { Column, Row, Grid, Line, Echelon, Wedge, V, Arc, Skirmisher, Swarm, Diamond, Triangle, Square, Circle, DynamicGroup, ChangeLeader, Last }
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private BehaviorSelectionType selectionType = BehaviorSelectionType.Column;
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private BehaviorSelectionType prevSelectionType = BehaviorSelectionType.Column;
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public void Start()
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{
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var allBehaviorTrees = FindObjectsOfType<BehaviorTree>();
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for (int i = 0; i < allBehaviorTrees.Length; ++i) {
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var group = allBehaviorTrees[i].Group;
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List<BehaviorTree> groupBehaviorTrees;
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if (!behaviorTreeGroup.TryGetValue(group, out groupBehaviorTrees)) {
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groupBehaviorTrees = new List<BehaviorTree>();
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behaviorTreeGroup.Add(group, groupBehaviorTrees);
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}
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// The leader needs to come first for the dynamic group selection type.
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if (allBehaviorTrees[i].gameObject == leader) {
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groupBehaviorTrees.Insert(0, allBehaviorTrees[i]);
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} else {
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groupBehaviorTrees.Add(allBehaviorTrees[i]);
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}
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}
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var allAgents = FindObjectsOfType<MeshRenderer>();
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for (int i = 0; i < allAgents.Length; ++i) {
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if (allAgents[i].GetComponent<Behavior>() == null) {
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continue;
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}
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agents.Add(allAgents[i].transform);
|
||||
agentStartPosition.Add(allAgents[i].transform.position);
|
||||
agentStartRotation.Add(allAgents[i].transform.rotation);
|
||||
}
|
||||
|
||||
SelectionChanged();
|
||||
}
|
||||
|
||||
public void OnGUI()
|
||||
{
|
||||
GUILayout.BeginVertical(GUILayout.Width(300));
|
||||
GUILayout.BeginHorizontal();
|
||||
if (GUILayout.Button("<-")) {
|
||||
prevSelectionType = selectionType;
|
||||
selectionType = (BehaviorSelectionType)(((int)selectionType - 1) % (int)BehaviorSelectionType.Last);
|
||||
if ((int)selectionType < 0) selectionType = BehaviorSelectionType.ChangeLeader;
|
||||
SelectionChanged();
|
||||
}
|
||||
GUILayout.Box(SplitCamelCase(selectionType.ToString()), GUILayout.Width(220));
|
||||
if (GUILayout.Button("->")) {
|
||||
prevSelectionType = selectionType;
|
||||
selectionType = (BehaviorSelectionType)(((int)selectionType + 1) % (int)BehaviorSelectionType.Last);
|
||||
SelectionChanged();
|
||||
}
|
||||
GUILayout.EndHorizontal();
|
||||
GUILayout.Box(Description(), descriptionGUISkin.box);
|
||||
GUILayout.EndVertical();
|
||||
}
|
||||
|
||||
private string Description()
|
||||
{
|
||||
string desc = "";
|
||||
switch (selectionType) {
|
||||
case BehaviorSelectionType.Column:
|
||||
desc = "Arrange the group in one or more columns where the column is significantly longer than the width of rows.";
|
||||
break;
|
||||
case BehaviorSelectionType.Row:
|
||||
desc = "Arrange the group in one or more rows with the row significantly wider than the length of the column.";
|
||||
break;
|
||||
case BehaviorSelectionType.Grid:
|
||||
desc = "Arrange the group in a grid where the number of rows is equal to the number of columns.";
|
||||
break;
|
||||
case BehaviorSelectionType.Line:
|
||||
desc = "Arrange the group in a straight horizontal line.";
|
||||
break;
|
||||
case BehaviorSelectionType.Echelon:
|
||||
desc = "Arrange the group in a diagonal formation.";
|
||||
break;
|
||||
case BehaviorSelectionType.Wedge:
|
||||
desc = "Arrange the group in an upside down V shape where the leader is in the front.";
|
||||
break;
|
||||
case BehaviorSelectionType.V:
|
||||
desc = "Arrange the group in a V shape where the leader is in the back.";
|
||||
break;
|
||||
case BehaviorSelectionType.Arc:
|
||||
desc = "Arrange the group in an arc.";
|
||||
break;
|
||||
case BehaviorSelectionType.Skirmisher:
|
||||
desc = "Arrange the group in a randomly spread out line.";
|
||||
break;
|
||||
case BehaviorSelectionType.Swarm:
|
||||
desc = "Arrange the group in a tight circle that can move together.";
|
||||
break;
|
||||
case BehaviorSelectionType.Diamond:
|
||||
desc = "Arrange the group in a tactical diamond shape.";
|
||||
break;
|
||||
case BehaviorSelectionType.Triangle:
|
||||
desc = "Arrange the group in a triangle.";
|
||||
break;
|
||||
case BehaviorSelectionType.Square:
|
||||
desc = "Arrange the group in a square.";
|
||||
break;
|
||||
case BehaviorSelectionType.Circle:
|
||||
desc = "Arrange the group in a circle.";
|
||||
break;
|
||||
case BehaviorSelectionType.DynamicGroup:
|
||||
desc = "Agents can join and leave the formation at any time. The formation will dynamically respond to changes.";
|
||||
break;
|
||||
case BehaviorSelectionType.ChangeLeader:
|
||||
desc = "Agents can change leaders dynamically to form a new groups.";
|
||||
break;
|
||||
}
|
||||
return desc;
|
||||
}
|
||||
|
||||
private void SelectionChanged()
|
||||
{
|
||||
StopCoroutine("EnableBehavior");
|
||||
for (int i = 0; i < behaviorTreeGroup[(int)prevSelectionType].Count; ++i) {
|
||||
behaviorTreeGroup[(int)prevSelectionType][i].DisableBehavior();
|
||||
}
|
||||
|
||||
StartCoroutine("EnableBehavior");
|
||||
}
|
||||
|
||||
private static string SplitCamelCase(string s)
|
||||
{
|
||||
var r = new Regex(@"(?<=[A-Z])(?=[A-Z][a-z])|(?<=[^A-Z])(?=[A-Z])|(?<=[A-Za-z])(?=[^A-Za-z])", RegexOptions.IgnorePatternWhitespace);
|
||||
s = r.Replace(s, " ");
|
||||
return (char.ToUpper(s[0]) + s.Substring(1)).Trim();
|
||||
}
|
||||
|
||||
private IEnumerator EnableBehavior()
|
||||
{
|
||||
yield return new WaitForSeconds(0.1f);
|
||||
|
||||
for (int i = 0; i < behaviorTreeGroup[(int)selectionType].Count; ++i) {
|
||||
if (selectionType != BehaviorSelectionType.DynamicGroup || (i < 4)) {
|
||||
behaviorTreeGroup[(int)selectionType][i].EnableBehavior();
|
||||
}
|
||||
agents[i].position = agentStartPosition[i];
|
||||
agents[i].rotation = agentStartRotation[i];
|
||||
}
|
||||
|
||||
if (selectionType == BehaviorSelectionType.DynamicGroup) {
|
||||
yield return new WaitForSeconds(8);
|
||||
for (int i = 4; i < agents.Count; ++i) {
|
||||
behaviorTreeGroup[(int)selectionType][i].EnableBehavior();
|
||||
yield return new WaitForSeconds(5);
|
||||
}
|
||||
|
||||
yield return new WaitForSeconds(2);
|
||||
for (int i = 3; i < 6; ++i) {
|
||||
behaviorTreeGroup[(int)selectionType][i].DisableBehavior();
|
||||
yield return new WaitForSeconds(4);
|
||||
}
|
||||
} else if (selectionType == BehaviorSelectionType.ChangeLeader) {
|
||||
yield return new WaitForSeconds(6);
|
||||
// Find the current leader and new leader.
|
||||
int leaderIndex = -1;
|
||||
int newLeaderIndex = -1;
|
||||
int secondaryLeaderIndex = -1;
|
||||
for (int i = 0; i < behaviorTreeGroup[(int)selectionType].Count; ++i) {
|
||||
if (behaviorTreeGroup[(int)selectionType][i].gameObject.name == "Agent 1") {
|
||||
leaderIndex = i;
|
||||
} else if (behaviorTreeGroup[(int)selectionType][i].gameObject.name == "Agent 2") {
|
||||
newLeaderIndex = i;
|
||||
} else if (behaviorTreeGroup[(int)selectionType][i].gameObject.name == "Agent 6") {
|
||||
secondaryLeaderIndex = i;
|
||||
}
|
||||
}
|
||||
|
||||
// Setup the new leaders.
|
||||
behaviorTreeGroup[(int)selectionType][newLeaderIndex].SetVariableValue("Leader", null);
|
||||
behaviorTreeGroup[(int)selectionType][secondaryLeaderIndex].SetVariableValue("Leader", null);
|
||||
behaviorTreeGroup[(int)selectionType][secondaryLeaderIndex].SetVariableValue("TargetTransform", secondaryRedirectTarget);
|
||||
|
||||
// Inform the agents of their new leader.
|
||||
var leader = behaviorTreeGroup[(int)selectionType][newLeaderIndex].gameObject;
|
||||
var secondaryLeader = behaviorTreeGroup[(int)selectionType][secondaryLeaderIndex].gameObject;
|
||||
for (int i = 0; i < behaviorTreeGroup[(int)selectionType].Count; ++i) {
|
||||
if (i == leaderIndex || i == newLeaderIndex || i == secondaryLeaderIndex) {
|
||||
continue;
|
||||
}
|
||||
// Distribute the followers according to the following leaders:
|
||||
// - Agent 1 (original leader): Agent 3
|
||||
// - Agent 2 (primary leader): Agent 4, Agent 5
|
||||
// - Agent 3 (secondary leader): Agent 7, Agent 8, Agent 9
|
||||
var agentName = behaviorTreeGroup[(int)selectionType][i].gameObject.name;
|
||||
if (agentName == "Agent 4" || agentName == "Agent 5") {
|
||||
behaviorTreeGroup[(int)selectionType][i].SetVariableValue("Leader", leader);
|
||||
} else if (agentName != "Agent 3") {
|
||||
behaviorTreeGroup[(int)selectionType][i].SetVariableValue("Leader", secondaryLeader);
|
||||
}
|
||||
}
|
||||
|
||||
yield return new WaitForSeconds(0.1f);
|
||||
|
||||
// Change the current leader target after a small delay so the leader values have updated on all of the agents.
|
||||
behaviorTreeGroup[(int)selectionType][leaderIndex].SetVariableValue("TargetTransform", redirectTarget);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,15 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 10af8064b472cac469fc478c944aca9c
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 28980
|
||||
packageName: Behavior Designer - Formations Pack
|
||||
packageVersion: 1.2.1
|
||||
assetPath: Assets/Behavior Designer Formations/Scripts/BehaviorSelection.cs
|
||||
uploadId: 265675
|
@ -0,0 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3f2306bba52759442aa014312d102502
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
userData:
|
@ -0,0 +1,57 @@
|
||||
using UnityEngine;
|
||||
using BehaviorDesigner.Runtime.Tasks;
|
||||
using Tooltip = BehaviorDesigner.Runtime.Tasks.TooltipAttribute;
|
||||
using HelpURL = BehaviorDesigner.Runtime.Tasks.HelpURLAttribute;
|
||||
|
||||
namespace BehaviorDesigner.Runtime.Formations.Tasks
|
||||
{
|
||||
[TaskCategory("Formations")]
|
||||
[TaskDescription("Arrange the group in an arc.")]
|
||||
[TaskIcon("Assets/Behavior Designer Formations/Editor/Icons/{SkinColor}ArcIcon.png")]
|
||||
[HelpURL("https://www.opsive.com/support/documentation/behavior-designer-formations-pack/")]
|
||||
public class Arc : NavMeshFormationGroup
|
||||
{
|
||||
[Tooltip("The radius of the arc")]
|
||||
public SharedFloat radius = 5;
|
||||
[Tooltip("Is the arc concave?")]
|
||||
public SharedBool concave = true;
|
||||
|
||||
private float theta;
|
||||
|
||||
protected override void AddAgentToGroup(Behavior agent, int index)
|
||||
{
|
||||
base.AddAgentToGroup(agent, index);
|
||||
|
||||
// Multiply by 2 to form an arc up to 180 degrees.
|
||||
theta = Mathf.PI / (agents.Count * 2);
|
||||
}
|
||||
|
||||
protected override int RemoveAgentFromGroup(Behavior agent)
|
||||
{
|
||||
var index = base.RemoveAgentFromGroup(agent);
|
||||
|
||||
// Multiply by 2 to form an arc up to 180 degrees.
|
||||
theta = Mathf.PI / (agents.Count * 2);
|
||||
|
||||
return index;
|
||||
}
|
||||
|
||||
protected override Vector3 TargetPosition(int index, float zLookAhead)
|
||||
{
|
||||
// Alternate between the left and right sides of the leader. If convex then add PI so the agents form the back side of the circle.
|
||||
// Convex arcs will also increase their relative z position so the agents are ahead of the leader.
|
||||
var radians = theta * (((index - 1) / 2) + 1) + (concave.Value ? 0 : Mathf.PI);
|
||||
var leaderTransform = leader.Value == null ? transform : leader.Value.transform;
|
||||
return leaderTransform.TransformPoint(radius.Value * Mathf.Sin(radians) * (index % 2 == 0 ? -1 : 1), 0,
|
||||
radius.Value * Mathf.Cos(radians) + radius.Value * (concave.Value ? -1 : 1) + zLookAhead);
|
||||
}
|
||||
|
||||
public override void OnReset()
|
||||
{
|
||||
base.OnReset();
|
||||
|
||||
radius = 5;
|
||||
concave = true;
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,15 @@
|
||||
fileFormatVersion: 2
|
||||
guid: dd51961d7c77b9443b8d8136becd8bba
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 28980
|
||||
packageName: Behavior Designer - Formations Pack
|
||||
packageVersion: 1.2.1
|
||||
assetPath: Assets/Behavior Designer Formations/Scripts/Tasks/Arc.cs
|
||||
uploadId: 265675
|
@ -0,0 +1,51 @@
|
||||
using UnityEngine;
|
||||
using BehaviorDesigner.Runtime.Tasks;
|
||||
using Tooltip = BehaviorDesigner.Runtime.Tasks.TooltipAttribute;
|
||||
using HelpURL = BehaviorDesigner.Runtime.Tasks.HelpURLAttribute;
|
||||
|
||||
namespace BehaviorDesigner.Runtime.Formations.Tasks
|
||||
{
|
||||
[TaskCategory("Formations")]
|
||||
[TaskDescription("Arrange the group in a circle.")]
|
||||
[TaskIcon("Assets/Behavior Designer Formations/Editor/Icons/{SkinColor}CircleIcon.png")]
|
||||
[HelpURL("https://www.opsive.com/support/documentation/behavior-designer-formations-pack/")]
|
||||
public class Circle : NavMeshFormationGroup
|
||||
{
|
||||
[Tooltip("The radius of the circle")]
|
||||
public SharedFloat radius = 5;
|
||||
|
||||
private float theta;
|
||||
|
||||
protected override void AddAgentToGroup(Behavior agent, int index)
|
||||
{
|
||||
base.AddAgentToGroup(agent, index);
|
||||
|
||||
// 2 * PI = 360 degrees
|
||||
theta = 2 * Mathf.PI / agents.Count;
|
||||
}
|
||||
|
||||
protected override int RemoveAgentFromGroup(Behavior agent)
|
||||
{
|
||||
var index = base.RemoveAgentFromGroup(agent);
|
||||
|
||||
// 2 * PI = 360 degrees
|
||||
theta = 2 * Mathf.PI / agents.Count;
|
||||
|
||||
return index;
|
||||
}
|
||||
|
||||
protected override Vector3 TargetPosition(int index, float zLookAhead)
|
||||
{
|
||||
// Subtract the radius from the z position to prevent the agents from getting ahead of the leader
|
||||
var leaderTransform = leader.Value == null ? transform : leader.Value.transform;
|
||||
return leaderTransform.TransformPoint(radius.Value * Mathf.Sin(theta * index), 0, radius.Value * Mathf.Cos(theta * index) - radius.Value + zLookAhead);
|
||||
}
|
||||
|
||||
public override void OnReset()
|
||||
{
|
||||
base.OnReset();
|
||||
|
||||
radius = 5;
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,15 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1f26fc5ed5a0c92478d884f09ebc73bb
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 28980
|
||||
packageName: Behavior Designer - Formations Pack
|
||||
packageVersion: 1.2.1
|
||||
assetPath: Assets/Behavior Designer Formations/Scripts/Tasks/Circle.cs
|
||||
uploadId: 265675
|
@ -0,0 +1,45 @@
|
||||
using UnityEngine;
|
||||
using BehaviorDesigner.Runtime.Tasks;
|
||||
using Tooltip = BehaviorDesigner.Runtime.Tasks.TooltipAttribute;
|
||||
using HelpURL = BehaviorDesigner.Runtime.Tasks.HelpURLAttribute;
|
||||
|
||||
namespace BehaviorDesigner.Runtime.Formations.Tasks
|
||||
{
|
||||
[TaskCategory("Formations")]
|
||||
[TaskDescription("Arrange the group in one or more columns where the column is significantly longer than the width of rows.")]
|
||||
[TaskIcon("Assets/Behavior Designer Formations/Editor/Icons/{SkinColor}ColumnIcon.png")]
|
||||
[HelpURL("https://www.opsive.com/support/documentation/behavior-designer-formations-pack/")]
|
||||
public class Column : NavMeshFormationGroup
|
||||
{
|
||||
[Tooltip("The separation between agents")]
|
||||
public SharedVector2 separation = new Vector2(2, 2);
|
||||
[Tooltip("The number of columns to form")]
|
||||
public SharedInt columns = 1;
|
||||
|
||||
protected override Vector3 TargetPosition(int index, float zLookAhead)
|
||||
{
|
||||
var column = index % columns.Value;
|
||||
var row = index / columns.Value;
|
||||
|
||||
var leaderTransform = leader.Value == null ? transform : leader.Value.transform;
|
||||
Vector3 targetPos;
|
||||
if (column == 0) {
|
||||
// Position directly behind the leader
|
||||
targetPos = leaderTransform.TransformPoint(0, 0, -separation.Value.y * row + zLookAhead);
|
||||
} else {
|
||||
// Alternate between the right and the left side of the center column
|
||||
targetPos = leaderTransform.TransformPoint(separation.Value.x * (column % 2 == 0 ? -1 : 1) * (((column - 1) / 2) + 1), 0, -separation.Value.y * row + zLookAhead);
|
||||
}
|
||||
|
||||
return targetPos;
|
||||
}
|
||||
|
||||
public override void OnReset()
|
||||
{
|
||||
base.OnReset();
|
||||
|
||||
separation = new Vector2(2, 2);
|
||||
columns = 1;
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,15 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 61147894b3f202b489051c270c00ecf0
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 28980
|
||||
packageName: Behavior Designer - Formations Pack
|
||||
packageVersion: 1.2.1
|
||||
assetPath: Assets/Behavior Designer Formations/Scripts/Tasks/Column.cs
|
||||
uploadId: 265675
|
@ -0,0 +1,43 @@
|
||||
using UnityEngine;
|
||||
using BehaviorDesigner.Runtime.Tasks;
|
||||
using Tooltip = BehaviorDesigner.Runtime.Tasks.TooltipAttribute;
|
||||
using HelpURL = BehaviorDesigner.Runtime.Tasks.HelpURLAttribute;
|
||||
|
||||
namespace BehaviorDesigner.Runtime.Formations.Tasks
|
||||
{
|
||||
[TaskCategory("Formations")]
|
||||
[TaskDescription("Arrange the group in a tactical diamond shape.")]
|
||||
[TaskIcon("Assets/Behavior Designer Formations/Editor/Icons/{SkinColor}DiamondIcon.png")]
|
||||
[HelpURL("https://www.opsive.com/support/documentation/behavior-designer-formations-pack/")]
|
||||
public class Diamond : NavMeshFormationGroup
|
||||
{
|
||||
[Tooltip("The separation between agents")]
|
||||
public SharedVector2 separation = new Vector2(2, 2);
|
||||
[Tooltip("Should the back agents have a left and right offset?")]
|
||||
public SharedBool backPositionOffset = false;
|
||||
|
||||
protected override Vector3 TargetPosition(int index, float zLookAhead)
|
||||
{
|
||||
Vector3 targetPos;
|
||||
var leaderTransform = leader.Value == null ? transform : leader.Value.transform;
|
||||
if (index < 3) { // form the diamond part
|
||||
targetPos = leaderTransform.TransformPoint(separation.Value.x * (index % 2 == 0 ? -1 : 1), 0, -separation.Value.y + zLookAhead);
|
||||
} else { // form the back of the diamond. This is a tactical diamond so it is made for agents to cover themselves down hallways.
|
||||
if (backPositionOffset.Value) {
|
||||
targetPos = leaderTransform.TransformPoint(separation.Value.x * (index % 2 == 0 ? -0.5f : 0.5f), 0, -separation.Value.y * (((index - 1) / 2) + 1) + zLookAhead);
|
||||
} else {
|
||||
targetPos = leaderTransform.TransformPoint(0, 0, -separation.Value.y * (index - 1) + zLookAhead);
|
||||
}
|
||||
}
|
||||
return targetPos;
|
||||
}
|
||||
|
||||
public override void OnReset()
|
||||
{
|
||||
base.OnReset();
|
||||
|
||||
separation = new Vector2(2, 2);
|
||||
backPositionOffset = false;
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,15 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c58b039dec9738c4fb23062d16604c3b
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 28980
|
||||
packageName: Behavior Designer - Formations Pack
|
||||
packageVersion: 1.2.1
|
||||
assetPath: Assets/Behavior Designer Formations/Scripts/Tasks/Diamond.cs
|
||||
uploadId: 265675
|
@ -0,0 +1,32 @@
|
||||
using UnityEngine;
|
||||
using BehaviorDesigner.Runtime.Tasks;
|
||||
using Tooltip = BehaviorDesigner.Runtime.Tasks.TooltipAttribute;
|
||||
using HelpURL = BehaviorDesigner.Runtime.Tasks.HelpURLAttribute;
|
||||
|
||||
namespace BehaviorDesigner.Runtime.Formations.Tasks
|
||||
{
|
||||
[TaskCategory("Formations")]
|
||||
[TaskDescription("Arrange the group in a diagonal formation.")]
|
||||
[TaskIcon("Assets/Behavior Designer Formations/Editor/Icons/{SkinColor}EchelonIcon.png")]
|
||||
[HelpURL("https://www.opsive.com/support/documentation/behavior-designer-formations-pack/")]
|
||||
public class Echelon : NavMeshFormationGroup
|
||||
{
|
||||
[Tooltip("The separation between agents")]
|
||||
public SharedVector2 separation = new Vector2(2, 2);
|
||||
[Tooltip("Should the formation be to the right of the leader?")]
|
||||
public SharedBool right;
|
||||
|
||||
protected override Vector3 TargetPosition(int index, float zLookAhead)
|
||||
{
|
||||
// Position at a diagonal relative to the leader
|
||||
var leaderTransform = leader.Value == null ? transform : leader.Value.transform;
|
||||
return leaderTransform.TransformPoint(separation.Value.x * index * (right.Value ? 1 : -1), 0, -separation.Value.y * index + zLookAhead);
|
||||
}
|
||||
|
||||
public override void OnReset()
|
||||
{
|
||||
separation = new Vector2(2, 2);
|
||||
right = false;
|
||||
}
|
||||
}
|
||||
}
|
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||||
fileFormatVersion: 2
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guid: 7632d13321618b9479ff01de65876adb
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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serializedVersion: 1
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productId: 28980
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packageName: Behavior Designer - Formations Pack
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||||
packageVersion: 1.2.1
|
||||
assetPath: Assets/Behavior Designer Formations/Scripts/Tasks/Echelon.cs
|
||||
uploadId: 265675
|
@ -0,0 +1,53 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace BehaviorDesigner.Runtime.Formations.Tasks
|
||||
{
|
||||
/// <summary>
|
||||
/// The FormationAgent class contains component references and variables for each FormationAgent.
|
||||
/// </summary>
|
||||
public abstract class FormationAgent
|
||||
{
|
||||
protected Transform transform;
|
||||
|
||||
public abstract float Speed { set; }
|
||||
public abstract float Radius { get; }
|
||||
public abstract float RemainingDistance { get; }
|
||||
public abstract float StoppingDistance { get; }
|
||||
public abstract bool HasPath { get; }
|
||||
public abstract bool PathPending { get; }
|
||||
public abstract bool AutoBreaking { set; }
|
||||
|
||||
/// <summary>
|
||||
/// Caches the component referneces.
|
||||
/// </summary>
|
||||
public FormationAgent(Transform agent)
|
||||
{
|
||||
transform = agent;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resumes pathfinding.
|
||||
/// </summary>
|
||||
public abstract void Resume();
|
||||
|
||||
/// <summary>
|
||||
/// Sets the destination.
|
||||
/// </summary>
|
||||
public abstract void SetDestination(Vector3 destination);
|
||||
|
||||
/// <summary>
|
||||
/// Rotates towards the target rotation.
|
||||
/// </summary>
|
||||
public abstract bool RotateTowards(Quaternion targetRotation);
|
||||
|
||||
/// <summary>
|
||||
/// Stops the agent from moving.
|
||||
/// </summary>
|
||||
public abstract void Stop();
|
||||
|
||||
/// <summary>
|
||||
/// The task has ended. Perform any cleanup.
|
||||
/// </summary>
|
||||
public abstract void End();
|
||||
}
|
||||
}
|
@ -0,0 +1,19 @@
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guid: 62b58599ef8c42c4a958b67b12fa6082
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timeCreated: 1476637146
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licenseType: Store
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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AssetOrigin:
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serializedVersion: 1
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productId: 28980
|
||||
packageName: Behavior Designer - Formations Pack
|
||||
packageVersion: 1.2.1
|
||||
assetPath: Assets/Behavior Designer Formations/Scripts/Tasks/FormationAgent.cs
|
||||
uploadId: 265675
|