[Asset] Add Behavior Designer

This commit is contained in:
M1_IDMhan 2023-09-26 15:12:44 +09:00
parent 79e3f89a1f
commit 929f807459
440 changed files with 45698 additions and 0 deletions

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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Text.RegularExpressions;
namespace BehaviorDesigner.Runtime.Formations
{
public class BehaviorSelection : MonoBehaviour
{
public GameObject leader;
public GUISkin descriptionGUISkin;
public Transform redirectTarget;
public Transform secondaryRedirectTarget;
private Dictionary<int, List<BehaviorTree>> behaviorTreeGroup = new Dictionary<int, List<BehaviorTree>>();
private List<Transform> agents = new List<Transform>();
private List<Vector3> agentStartPosition = new List<Vector3>();
private List<Quaternion> agentStartRotation = new List<Quaternion>();
private enum BehaviorSelectionType { Column, Row, Grid, Line, Echelon, Wedge, V, Arc, Skirmisher, Swarm, Diamond, Triangle, Square, Circle, DynamicGroup, ChangeLeader, Last }
private BehaviorSelectionType selectionType = BehaviorSelectionType.Column;
private BehaviorSelectionType prevSelectionType = BehaviorSelectionType.Column;
public void Start()
{
var allBehaviorTrees = FindObjectsOfType<BehaviorTree>();
for (int i = 0; i < allBehaviorTrees.Length; ++i) {
var group = allBehaviorTrees[i].Group;
List<BehaviorTree> groupBehaviorTrees;
if (!behaviorTreeGroup.TryGetValue(group, out groupBehaviorTrees)) {
groupBehaviorTrees = new List<BehaviorTree>();
behaviorTreeGroup.Add(group, groupBehaviorTrees);
}
// The leader needs to come first for the dynamic group selection type.
if (allBehaviorTrees[i].gameObject == leader) {
groupBehaviorTrees.Insert(0, allBehaviorTrees[i]);
} else {
groupBehaviorTrees.Add(allBehaviorTrees[i]);
}
}
var allAgents = FindObjectsOfType<MeshRenderer>();
for (int i = 0; i < allAgents.Length; ++i) {
if (allAgents[i].GetComponent<Behavior>() == null) {
continue;
}
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);
}
}
}
}

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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;
}
}
}

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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;
}
}
}

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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;
}
}
}

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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;
}
}
}

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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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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();
}
}

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