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C# Agent.GetName方法代码示例

本文整理汇总了C#中Agent.GetName方法的典型用法代码示例。如果您正苦于以下问题:C# Agent.GetName方法的具体用法?C# Agent.GetName怎么用?C# Agent.GetName使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Agent的用法示例。


在下文中一共展示了Agent.GetName方法的7个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: Log

        //action
        public void Log(Agent pAgent, string btMsg, EActionResult actionResult, LogMode mode)
        {
#if !BEHAVIAC_RELEASE

            if (Config.IsLoggingOrSocketing)
            {
                //BEHAVIAC_PROFILE("LogManager.Instance.LogAction");
                if (!System.Object.ReferenceEquals(pAgent, null) && pAgent.IsMasked())
                {
                    if (!string.IsNullOrEmpty(btMsg))
                    {
                        string agentClassName = pAgent.GetClassTypeName();

                        agentClassName = agentClassName.Replace(".", "::");

                        string agentName = agentClassName;
                        agentName += "#";
                        agentName += pAgent.GetName();

                        string actionResultStr = "";

                        if (actionResult == EActionResult.EAR_success)
                        {
                            actionResultStr = "success";
                        }
                        else if (actionResult == EActionResult.EAR_failure)
                        {
                            actionResultStr = "failure";
                        }
                        else if (actionResult == EActionResult.EAR_all)
                        {
                            actionResultStr = "all";
                        }
                        else
                        {
                            //although actionResult can be EAR_none or EAR_all, but, as this is the real result of an action
                            //it can only be success or failure
                            //when it is EAR_none, it is for update
                            if (actionResult == behaviac.EActionResult.EAR_none && mode == behaviac.LogMode.ELM_tick)
                            {
                                actionResultStr = "running";
                            }
                            else
                            {
                                actionResultStr = "none";
                            }
                        }

                        if (mode == LogMode.ELM_continue)
                        {
                            //[continue]Ship.Ship_1 ships\suicide.xml.BehaviorTreeTask[0]:enter [all/success/failure] [1]
                            int count = Workspace.Instance.GetActionCount(btMsg);
                            Debug.Check(count > 0);
                            string buffer = string.Format("[continue]{0} {1} [{2}] [{3}]\n", agentName, btMsg, actionResultStr, count);

                            Output(pAgent, buffer);
                        }
                        else if (mode == LogMode.ELM_breaked)
                        {
                            //[breaked]Ship.Ship_1 ships\suicide.xml.BehaviorTreeTask[0]:enter [all/success/failure] [1]
                            int count = Workspace.Instance.GetActionCount(btMsg);
                            Debug.Check(count > 0);
                            string buffer = string.Format("[breaked]{0} {1} [{2}] [{3}]\n", agentName, btMsg, actionResultStr, count);

                            Output(pAgent, buffer);
                        }
                        else if (mode == LogMode.ELM_tick)
                        {
                            //[tick]Ship.Ship_1 ships\suicide.xml.BehaviorTreeTask[0]:enter [all/success/failure] [1]
                            //[tick]Ship.Ship_1 ships\suicide.xml.BehaviorTreeTask[0]:update [1]
                            //[tick]Ship.Ship_1 ships\suicide.xml.Selector[1]:enter [all/success/failure] [1]
                            //[tick]Ship.Ship_1 ships\suicide.xml.Selector[1]:update [1]
                            int count = Workspace.Instance.UpdateActionCount(btMsg);

                            string buffer = string.Format("[tick]{0} {1} [{2}] [{3}]\n", agentName, btMsg, actionResultStr, count);

                            Output(pAgent, buffer);
                        }
                        else if (mode == LogMode.ELM_jump)
                        {
                            string buffer = string.Format("[jump]{0} {1}\n", agentName, btMsg);

                            Output(pAgent, buffer);
                        }
                        else if (mode == LogMode.ELM_return)
                        {
                            string buffer = string.Format("[return]{0} {1}\n", agentName, btMsg);

                            Output(pAgent, buffer);
                        }
                        else
                        {
                            Debug.Check(false);
                        }
                    }
                }
            }

#endif
//.........这里部分代码省略.........
开发者ID:Just4F,项目名称:behaviac,代码行数:101,代码来源:LogManager.cs

示例2: SetDataFromAgent

    public void SetDataFromAgent(Agent agent)
    {
        // Determine whether we should always glitch
        bool alwaysGlitch = agent.GetId().Equals("goederick");

        // Set the label values
        labelsSpawnValues[1] = agent.GetName();
        labelsSpawnValues[3] = agent.GetCode();
        labelsSpawnValues[5] = agent.GetBirthday();
        labelsSpawnValues[7] = agent.GetStreet();
        labelsSpawnValues[9] = agent.GetPostalCode();
        labelsSpawnValues[11] = agent.GetSwimCert();

        // Set the picture
        pictureController.Prepare();
        pictureController.LoadPicture(agent.GetId());
        pictureController.alwaysGlitch = alwaysGlitch;
    }
开发者ID:timvisee,项目名称:AIVDnet,代码行数:18,代码来源:InfoPanelController.cs

示例3: UpdateFSM

            private EBTStatus UpdateFSM(Agent pAgent, EBTStatus childStatus)
            {
                Debug.Check(this.m_node != null);
                Debug.Check(this.m_currentNodeId != -1);

                #if !BEHAVIAC_RELEASE
                int kMaxCount = 10;
                Dictionary<int, int> state_update_count = new Dictionary<int,int>();
                #endif//#if !BEHAVIAC_RELEASE

                EBTStatus status = childStatus;
                bool bLoop = true;

                while (bLoop)
                {
                    BehaviorTask currentState = this.GetChildById(this.m_currentNodeId);
                    currentState.exec(pAgent);

                    if (currentState is State.StateTask)
                    {
                        State.StateTask pStateTask = (State.StateTask)currentState;

                        if (pStateTask.IsEndState)
                        {
                            return EBTStatus.BT_SUCCESS;
                        }
                    }

                    int nextStateId = currentState.GetNextStateId();

                    if (nextStateId == -1)
                    {
                        //if not transitioned, don't go on next state, to exit
                        bLoop = false;
                    }
                    else
                    {
                #if !BEHAVIAC_RELEASE
                        if (state_update_count.ContainsKey(this.m_currentNodeId))
                        {
                            state_update_count[this.m_currentNodeId]++;
                        }
                        else
                        {
                            state_update_count.Add(this.m_currentNodeId, 1);
                        }

                        if (state_update_count[this.m_currentNodeId] > kMaxCount)
                        {
                            string treeName = BehaviorTask.GetParentTreeName(pAgent, this.GetNode());
                            Debug.LogError(string.Format("{0} might be updating an FSM('{1}') endlessly, possibly a dead loop, please redesign it!\n", pAgent.GetName(), treeName));
                            Debug.Check(false);
                        }
                #endif

                        //if transitioned, go on next state
                        this.m_currentNodeId = nextStateId;
                    }
                }

                return status;
            }
开发者ID:XyzalZhang,项目名称:behaviac,代码行数:62,代码来源:FSM.cs

示例4: LogPlanEnd

        private void LogPlanEnd(Agent a, Task root)
        {
#if !BEHAVIAC_RELEASE

            if (Config.IsLoggingOrSocketing)
            {
                string agentClassName = a.GetClassTypeName();
                string agentInstanceName = a.GetName();

                agentClassName = agentClassName.Replace(".", "::");
                agentInstanceName = agentInstanceName.Replace(".", "::");

                string ni = BehaviorTask.GetTickInfo(a, root, null);
                string buffer = string.Format("[plan_end]{0}#{1} {2}\n", agentClassName, agentInstanceName, ni);

                LogManager.Instance.Log(buffer);
            }

#endif
        }
开发者ID:675492062,项目名称:behaviac,代码行数:20,代码来源:Planner.cs

示例5: LogPlanBegin

        private void LogPlanBegin(Agent a, Task root)
        {
#if !BEHAVIAC_RELEASE

            if (Config.IsLoggingOrSocketing)
            {
                string agentClassName = a.GetClassTypeName();
                string agentInstanceName = a.GetName();

                agentClassName = agentClassName.Replace(".", "::");
                agentInstanceName = agentInstanceName.Replace(".", "::");

                string ni = BehaviorTask.GetTickInfo(a, root, "plan");
                int count = Workspace.Instance.GetActionCount(ni) + 1;
                string buffer = string.Format("[plan_begin]{0}#{1} {2} {3}\n", agentClassName, agentInstanceName, ni, count);

                LogManager.Instance.Log(buffer);

                a.Variables.Log(a, true);
            }

#endif
        }
开发者ID:675492062,项目名称:behaviac,代码行数:23,代码来源:Planner.cs

示例6: update

            protected override EBTStatus update(Agent pAgent, EBTStatus childStatus)
            {
                ReferencedBehavior pNode = this.GetNode() as ReferencedBehavior;
                Debug.Check(pNode != null);

                #if !BEHAVIAC_RELEASE
                pAgent.m_debug_count++;
                if (pAgent.m_debug_count > 20)
                {
                    Debug.LogWarning(string.Format("{0} might be in a recurrsive inter calling of trees\n", pAgent.GetName()));
                    Debug.Check(false);
                }
                #endif
                EBTStatus result = this.m_subTree.exec(pAgent);

                bool bTransitioned = State.UpdateTransitions(pAgent, pNode, pNode.m_transitions, ref this.m_nextStateId, result);

                if (bTransitioned)
                {
                    result = EBTStatus.BT_SUCCESS;
                }

                return result;
            }
开发者ID:wuzhen,项目名称:behaviac,代码行数:24,代码来源:Referencebehavior.cs

示例7: Log

        //property
        public static void Log(Agent pAgent, string typeName, string varName, string value)
        {
            #if !BEHAVIAC_RELEASE
            if (Config.IsLoggingOrSocketing)
            {
                //BEHAVIAC_PROFILE("LogManager.LogVar");

                if (!System.Object.ReferenceEquals(pAgent, null) && pAgent.IsMasked())
                {
                    string agentClassName = pAgent.GetClassTypeName();
                    string agentInstanceName = pAgent.GetName();

                    agentClassName = agentClassName.Replace(".", "::");
                    agentInstanceName = agentInstanceName.Replace(".", "::");

                    //[property]WorldState.World WorldState.time.276854364
                    //[property]Ship.Ship_1 GameObject.HP.100
                    //[property]Ship.Ship_1 GameObject.age.0
                    //[property]Ship.Ship_1 GameObject.speed.0.000000
                    string buffer;

                    bool bIsPar = Utils.IsParVar(varName);

                    if (bIsPar)
                    {
                        string tn = typeName;
                        //filter out "signed "
                        tn.Replace("signed ", "");

                        buffer = string.Format("[property]{0}#{1} {2} {3}->{4}\n", agentClassName, agentInstanceName, tn, varName, value);
                    }
                    else
                    {
                        buffer = string.Format("[property]{0}#{1} {2}->{3}\n", agentClassName, agentInstanceName, varName, value);
                    }

                    Output(pAgent, buffer);
                    SocketUtils.SendText(buffer);
                }
            }
            #endif
        }
开发者ID:nusus,项目名称:behaviac,代码行数:43,代码来源:LogManager.cs


注:本文中的Agent.GetName方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。