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Sketch for Entitas-CSharp Behaviour Tree implementation
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// Based on http://www.gamasutra.com/blogs/ChrisSimpson/20140717/221339/Behavior_trees_for_AI_How_they_work.php | |
public enum NodeStatus | |
{ | |
Success, Failure, Running | |
} | |
public interface IBehaviorNode | |
{ | |
NodeStatus Execute(Entity entity); | |
} | |
public sealed class Sequence : IBehaviorNode | |
{ | |
private IBehaviorNode[] nodes; | |
public Sequence(params IBehaviorNode[] nodes) | |
{ | |
this.nodes = nodes; | |
} | |
public NodeStatus Execute(Entity entity) | |
{ | |
var result = NodeStatus.Success; | |
for (int i = 0; i < nodes.Length; i++) | |
{ | |
result = nodes[i].Execute(entity); | |
if (result == NodeStatus.Running || result == NodeStatus.Failure){ | |
return result; | |
} | |
} | |
return result; | |
} | |
} | |
public sealed class Selector : IBehaviorNode | |
{ | |
private IBehaviorNode[] nodes; | |
public Selector(params IBehaviorNode[] nodes) | |
{ | |
this.nodes = nodes; | |
} | |
public NodeStatus Execute(Entity entity) | |
{ | |
var result = NodeStatus.Success; | |
for (int i = 0; i < nodes.Length; i++) | |
{ | |
result = nodes[i].Execute(entity); | |
if (result == NodeStatus.Running || result == NodeStatus.Success){ | |
return result; | |
} | |
} | |
return result; | |
} | |
} |
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