本文整理汇总了C#中behaviac.BehaviorTree.HasEvents方法的典型用法代码示例。如果您正苦于以下问题:C# BehaviorTree.HasEvents方法的具体用法?C# BehaviorTree.HasEvents怎么用?C# BehaviorTree.HasEvents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类behaviac.BehaviorTree
的用法示例。
在下文中一共展示了BehaviorTree.HasEvents方法的2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;
}
示例2: build_behavior_tree
public static bool build_behavior_tree(BehaviorTree bt)
{
bt.SetClassNameString("BehaviorTree");
bt.SetId(-1);
bt.SetName("par_test/custom_property_reset");
bt.IsFSM = false;
#if !BEHAVIAC_RELEASE
bt.SetAgentType("AgentNodeTest");
#endif
// pars
bt.AddPar("AgentNodeTest", "int", "l_Int", "1");
bt.AddPar("AgentNodeTest", "UnityEngine.Vector3", "l_Location", "{x=0;y=0;z=0;}");
// children
{
Sequence node5 = new Sequence();
node5.SetClassNameString("Sequence");
node5.SetId(5);
#if !BEHAVIAC_RELEASE
node5.SetAgentType("AgentNodeTest");
#endif
bt.AddChild(node5);
{
Action_bt_par_test_custom_property_reset_node1 node1 = new Action_bt_par_test_custom_property_reset_node1();
node1.SetClassNameString("Action");
node1.SetId(1);
#if !BEHAVIAC_RELEASE
node1.SetAgentType("AgentNodeTest");
#endif
node5.AddChild(node1);
node5.SetHasEvents(node5.HasEvents() | node1.HasEvents());
}
{
Assignment_bt_par_test_custom_property_reset_node0 node0 = new Assignment_bt_par_test_custom_property_reset_node0();
node0.SetClassNameString("Assignment");
node0.SetId(0);
#if !BEHAVIAC_RELEASE
node0.SetAgentType("AgentNodeTest");
#endif
node5.AddChild(node0);
node5.SetHasEvents(node5.HasEvents() | node0.HasEvents());
}
bt.SetHasEvents(bt.HasEvents() | node5.HasEvents());
}
return true;
}