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C# BehaviorTree.AddPar方法代码示例

本文整理汇总了C#中behaviac.BehaviorTree.AddPar方法的典型用法代码示例。如果您正苦于以下问题:C# BehaviorTree.AddPar方法的具体用法?C# BehaviorTree.AddPar怎么用?C# BehaviorTree.AddPar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behaviac.BehaviorTree的用法示例。


在下文中一共展示了BehaviorTree.AddPar方法的3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: build_behavior_tree

 public static bool build_behavior_tree(BehaviorTree bt)
 {
     bt.SetClassNameString("BehaviorTree");
     bt.SetId(-1);
     bt.SetName("node_test/action_child_agent_0");
     bt.IsFSM = false;
     #if !BEHAVIAC_RELEASE
     bt.SetAgentType("AgentNodeTest");
     #endif
     // pars
     bt.AddPar("AgentNodeTest", "AgentNodeTest", "par_child_agent", "null");
     // children
     {
         Sequence node0 = new Sequence();
         node0.SetClassNameString("Sequence");
         node0.SetId(0);
     #if !BEHAVIAC_RELEASE
         node0.SetAgentType("AgentNodeTest");
     #endif
         bt.AddChild(node0);
         {
             Action_bt_node_test_action_child_agent_0_node3 node3 = new Action_bt_node_test_action_child_agent_0_node3();
             node3.SetClassNameString("Action");
             node3.SetId(3);
     #if !BEHAVIAC_RELEASE
             node3.SetAgentType("AgentNodeTest");
     #endif
             node0.AddChild(node3);
             node0.SetHasEvents(node0.HasEvents() | node3.HasEvents());
         }
         {
             Assignment_bt_node_test_action_child_agent_0_node2 node2 = new Assignment_bt_node_test_action_child_agent_0_node2();
             node2.SetClassNameString("Assignment");
             node2.SetId(2);
     #if !BEHAVIAC_RELEASE
             node2.SetAgentType("AgentNodeTest");
     #endif
             node0.AddChild(node2);
             node0.SetHasEvents(node0.HasEvents() | node2.HasEvents());
         }
         {
             Action_bt_node_test_action_child_agent_0_node1 node1 = new Action_bt_node_test_action_child_agent_0_node1();
             node1.SetClassNameString("Action");
             node1.SetId(1);
     #if !BEHAVIAC_RELEASE
             node1.SetAgentType("AgentNodeTest");
     #endif
             node0.AddChild(node1);
             node0.SetHasEvents(node0.HasEvents() | node1.HasEvents());
         }
         bt.SetHasEvents(bt.HasEvents() | node0.HasEvents());
     }
     return true;
 }
开发者ID:XyzalZhang,项目名称:behaviac,代码行数:54,代码来源:generated_behaviors.cs

示例2: build_behavior_tree

 public static bool build_behavior_tree(BehaviorTree bt)
 {
     bt.SetClassNameString("BehaviorTree");
     bt.SetId(-1);
     bt.SetName("Level_DeathMatch_0");
     #if !BEHAVIAC_RELEASE
     bt.SetAgentType("GameLevelCommon");
     #endif
     // pars
     bt.AddPar("int", "parT_SpawnCountPerWave", "0", "");
     bt.AddPar("int", "parT_WaveCount", "10", "");
     bt.AddPar("int", "parT_AwardType", "0", "");
     bt.AddPar("int", "parT_AwardX", "0", "");
     bt.AddPar("int", "parT_AwardY", "0", "");
     bt.AddPar("int", "parT_EnemyCount", "0", "");
     bt.AddPar("bool", "parT_GameStopped", "false", "");
     // children
     {
         DecoratorLoop_bt_Level_DeathMatch_0_node1 node1 = new DecoratorLoop_bt_Level_DeathMatch_0_node1();
         node1.SetClassNameString("DecoratorLoop");
         node1.SetId(1);
     #if !BEHAVIAC_RELEASE
         node1.SetAgentType("GameLevelCommon");
     #endif
         bt.AddChild(node1);
         {
             Parallel_bt_Level_DeathMatch_0_node16 node16 = new Parallel_bt_Level_DeathMatch_0_node16();
             node16.SetClassNameString("Parallel");
             node16.SetId(16);
     #if !BEHAVIAC_RELEASE
             node16.SetAgentType("GameLevelCommon");
     #endif
             node1.AddChild(node16);
             {
                 IfElse node17 = new IfElse();
                 node17.SetClassNameString("IfElse");
                 node17.SetId(17);
     #if !BEHAVIAC_RELEASE
                 node17.SetAgentType("GameLevelCommon");
     #endif
                 node16.AddChild(node17);
                 {
                     Condition_bt_Level_DeathMatch_0_node11 node11 = new Condition_bt_Level_DeathMatch_0_node11();
                     node11.SetClassNameString("Condition");
                     node11.SetId(11);
     #if !BEHAVIAC_RELEASE
                     node11.SetAgentType("GameLevelCommon");
     #endif
                     node17.AddChild(node11);
                     node17.SetHasEvents(node17.HasEvents() | node11.HasEvents());
                 }
                 {
                     Sequence node5 = new Sequence();
                     node5.SetClassNameString("Sequence");
                     node5.SetId(5);
     #if !BEHAVIAC_RELEASE
                     node5.SetAgentType("GameLevelCommon");
     #endif
                     node17.AddChild(node5);
                     {
                         Wait_bt_Level_DeathMatch_0_node14 node14 = new Wait_bt_Level_DeathMatch_0_node14();
                         node14.SetClassNameString("Wait");
                         node14.SetId(14);
     #if !BEHAVIAC_RELEASE
                         node14.SetAgentType("GameLevelCommon");
     #endif
                         node5.AddChild(node14);
                         node5.SetHasEvents(node5.HasEvents() | node14.HasEvents());
                     }
                     {
                         Assignment_bt_Level_DeathMatch_0_node15 node15 = new Assignment_bt_Level_DeathMatch_0_node15();
                         node15.SetClassNameString("Assignment");
                         node15.SetId(15);
     #if !BEHAVIAC_RELEASE
                         node15.SetAgentType("GameLevelCommon");
     #endif
                         node5.AddChild(node15);
                         node5.SetHasEvents(node5.HasEvents() | node15.HasEvents());
                     }
                     {
                         DecoratorNot_bt_Level_DeathMatch_0_node12 node12 = new DecoratorNot_bt_Level_DeathMatch_0_node12();
                         node12.SetClassNameString("DecoratorNot");
                         node12.SetId(12);
     #if !BEHAVIAC_RELEASE
                         node12.SetAgentType("GameLevelCommon");
     #endif
                         node5.AddChild(node12);
                         {
                             DecoratorLoopUntil_bt_Level_DeathMatch_0_node6 node6 = new DecoratorLoopUntil_bt_Level_DeathMatch_0_node6();
                             node6.SetClassNameString("DecoratorLoopUntil");
                             node6.SetId(6);
     #if !BEHAVIAC_RELEASE
                             node6.SetAgentType("GameLevelCommon");
     #endif
                             node12.AddChild(node6);
                             {
                                 Sequence node0 = new Sequence();
                                 node0.SetClassNameString("Sequence");
                                 node0.SetId(0);
     #if !BEHAVIAC_RELEASE
//.........这里部分代码省略.........
开发者ID:KeyleXiao,项目名称:behaviac,代码行数:101,代码来源:generated_behaviors.cs

示例3: build_behavior_tree

		public static bool build_behavior_tree(BehaviorTree bt)
		{
			bt.SetClassNameString("BehaviorTree");
			bt.SetId(-1);
			bt.SetName("node_test/action_waitframes_ut_0");
			bt.IsFSM = false;
#if !BEHAVIAC_RELEASE
			bt.SetAgentType("AgentNodeTest");
#endif
			// pars
			bt.AddPar("AgentNodeTest", "int", "par_frame_count", "5");
			// children
			{
				Sequence node0 = new Sequence();
				node0.SetClassNameString("Sequence");
				node0.SetId(0);
#if !BEHAVIAC_RELEASE
				node0.SetAgentType("AgentNodeTest");
#endif
				bt.AddChild(node0);
				{
					Assignment_bt_node_test_action_waitframes_ut_0_node3 node3 = new Assignment_bt_node_test_action_waitframes_ut_0_node3();
					node3.SetClassNameString("Assignment");
					node3.SetId(3);
#if !BEHAVIAC_RELEASE
					node3.SetAgentType("AgentNodeTest");
#endif
					node0.AddChild(node3);
					node0.SetHasEvents(node0.HasEvents() | node3.HasEvents());
				}
				{
					WaitFrames_bt_node_test_action_waitframes_ut_0_node1 node1 = new WaitFrames_bt_node_test_action_waitframes_ut_0_node1();
					node1.SetClassNameString("WaitFrames");
					node1.SetId(1);
#if !BEHAVIAC_RELEASE
					node1.SetAgentType("AgentNodeTest");
#endif
					node0.AddChild(node1);
					node0.SetHasEvents(node0.HasEvents() | node1.HasEvents());
				}
				{
					Assignment_bt_node_test_action_waitframes_ut_0_node4 node4 = new Assignment_bt_node_test_action_waitframes_ut_0_node4();
					node4.SetClassNameString("Assignment");
					node4.SetId(4);
#if !BEHAVIAC_RELEASE
					node4.SetAgentType("AgentNodeTest");
#endif
					node0.AddChild(node4);
					node0.SetHasEvents(node0.HasEvents() | node4.HasEvents());
				}
				bt.SetHasEvents(bt.HasEvents() | node0.HasEvents());
			}
			return true;
		}
开发者ID:Just4F,项目名称:behaviac,代码行数:54,代码来源:generated_behaviors.cs


注:本文中的behaviac.BehaviorTree.AddPar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。