条件节点和行为节点,这两种节点本身的设计比较简单,项目中编写行为树节点一般就是扩展这两种节点,而Decorator和Composite节点只需要使用内置的就足够了。
它们的继承关系如下:
Conditional->Task
Action->Task
代码如下:
BTAction.lua
BTAction = BTTask:New(); local this = BTAction; function this:New()
local o = {};
setmetatable(o, self);
self.__index = self;
return o;
end
BTConditional.lua
BTConditional = BTTask:New(); local this = BTConditional; function this:New()
local o = {};
setmetatable(o, self);
self.__index = self;
return o;
end
BTLog.lua
--[[
参考BehaviorDesigner-Action-Log
--]]
BTLog = BTAction:New(); local this = BTLog; function this:New(text)
local o = {};
setmetatable(o, self);
self.__index = self;
o.text = text;
return o;
end function this:OnUpdate()
print(self.text);
return BTTaskStatus.Success;
end
BTIsNullOrEmpty.lua
--[[
参考BehaviorDesigner-Conditional-IsNullOrEmpty
--]]
BTIsNullOrEmpty = BTConditional:New(); local this = BTIsNullOrEmpty; function this:New(text)
local o = {};
setmetatable(o, self);
self.__index = self;
o.text = text;
return o;
end function this:OnUpdate()
if (not self.text or self.text == "") then
return BTTaskStatus.Success;
else
return BTTaskStatus.Failure;
end
end
TestBehaviorTree.lua
TestBehaviorTree = BTBehaviorTree:New(); local this = TestBehaviorTree; function this:New()
local o = {};
setmetatable(o, self);
self.__index = self;
this:Init();
return o;
end function this:Init()
local sequence = BTSequence:New();
local isNullOrEmpty = BTIsNullOrEmpty:New("");
local log = BTLog:New("This is a empty string");
sequence:AddChild(isNullOrEmpty);
sequence:AddChild(log);
this:PushTask(sequence);
end
输出如下: