[Unity插件]Lua行为树(十一):组合节点Parallel
Parallel节点类似Sequence节点,不同在于Parallel会每帧执行所有的节点。当所有节点返回成功时返回成功,当其中一个节点返回失败时,返回失败并且结束所有的子节点运行。
例如说,给Sequence节点插入一个不断返回Running的行为节点,那么就会造成后面的子节点无法执行,而对于Parallel来说,是不会存在这种阻塞情况的。
Parallel.cs
- namespace BehaviorDesigner.Runtime.Tasks
- {
- [TaskDescription("Similar to the sequence task, the parallel task will run each child task until a child task returns failure. " +
- "The difference is that the parallel task will run all of its children tasks simultaneously versus running each task one at a time. " +
- "Like the sequence class, the parallel task will return success once all of its children tasks have return success. " +
- "If one tasks returns failure the parallel task will end all of the child tasks and return failure.")]
- [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=27")]
- [TaskIcon("{SkinColor}ParallelIcon.png")]
- public class Parallel : Composite
- {
- // The index of the child that is currently running or is about to run.
- private int currentChildIndex;
- // The task status of every child task.
- private TaskStatus[] executionStatus;
- public override void OnAwake()
- {
- // Create a new task status array that will hold the execution status of all of the children tasks.
- executionStatus = new TaskStatus[children.Count];
- }
- public override void OnChildStarted(int childIndex)
- {
- // One of the children has started to run. Increment the child index and set the current task status of that child to running.
- currentChildIndex++;
- executionStatus[childIndex] = TaskStatus.Running;
- }
- public override bool CanRunParallelChildren()
- {
- // This task can run parallel children.
- return true;
- }
- public override int CurrentChildIndex()
- {
- return currentChildIndex;
- }
- public override bool CanExecute()
- {
- // We can continue executing if we have more children that haven't been started yet.
- return currentChildIndex < children.Count;
- }
- public override void OnChildExecuted(int childIndex, TaskStatus childStatus)
- {
- // One of the children has finished running. Set the task status.
- executionStatus[childIndex] = childStatus;
- }
- public override TaskStatus OverrideStatus(TaskStatus status)
- {
- // Assume all of the children have finished executing. Loop through the execution status of every child and check to see if any tasks are currently running
- // or failed. If a task is still running then all of the children are not done executing and the parallel task should continue to return a task status of running.
- // If a task failed then return failure. The Behavior Manager will stop all of the children tasks. If no child task is running or has failed then the parallel
- // task succeeded and it will return success.
- bool childrenComplete = true;
- for (int i = ; i < executionStatus.Length; ++i) {
- if (executionStatus[i] == TaskStatus.Running) {
- childrenComplete = false;
- } else if (executionStatus[i] == TaskStatus.Failure) {
- return TaskStatus.Failure;
- }
- }
- return (childrenComplete ? TaskStatus.Success : TaskStatus.Running);
- }
- public override void OnConditionalAbort(int childIndex)
- {
- // Start from the beginning on an abort
- currentChildIndex = ;
- for (int i = ; i < executionStatus.Length; ++i) {
- executionStatus[i] = TaskStatus.Inactive;
- }
- }
- public override void OnEnd()
- {
- // Reset the execution status and the child index back to their starting values.
- for (int i = ; i < executionStatus.Length; ++i) {
- executionStatus[i] = TaskStatus.Inactive;
- }
- currentChildIndex = ;
- }
- }
- }
BTParallel.lua
- BTParallel = BTComposite:New();
- local this = BTParallel;
- this.name = "BTParallel";
- function this:New()
- local o = {};
- setmetatable(o, self);
- self.__index = self;
- o.childTasks = {};
- o.executionStatus = {};
- return o;
- end
- function this:OnUpdate()
- if (not self:HasChild()) then
- return BTTaskStatus.Failure;
- end
- for i=,#self.childTasks do
- local childTask = self.childTasks[i];
- if (not self.executionStatus[i]) then --第一次执行
- self.executionStatus[i] = childTask:OnUpdate();
- if (self.executionStatus[i] == BTTaskStatus.Failure) then
- return BTTaskStatus.Failure;
- end
- elseif (self.executionStatus[i] == BTTaskStatus.Running) then --第二次以及以后执行
- self.executionStatus[i] = childTask:OnUpdate();
- if (self.executionStatus[i] == BTTaskStatus.Failure) then
- return BTTaskStatus.Failure;
- end
- end
- end
- local childrenComplete = true;
- for i=,#self.executionStatus do
- if (self.executionStatus[i] == BTTaskStatus.Running) then
- childrenComplete = false;
- break;
- end
- end
- if (childrenComplete) then
- return BTTaskStatus.Success;
- else
- return BTTaskStatus.Running;
- end
- end
测试如下:
1.BTSequence和BTParallel的对比
BTSequence:
- TestBehaviorTree = BTBehaviorTree:New();
- local this = TestBehaviorTree;
- this.name = "TestBehaviorTree";
- function this:New()
- local o = {};
- setmetatable(o, self);
- self.__index = self;
- o:Init();
- return o;
- end
- function this:Init()
- local sequence = BTSequence:New();
- local action = self:GetBTActionUniversal();
- local log = BTLog:New("This is log!!!");
- log.name = "log";
- self:SetStartTask(sequence);
- sequence:AddChild(action);
- sequence:AddChild(log);
- end
- function this:GetBTActionUniversal()
- local count = ;
- local a = function ()
- if (count <= ) then
- count = count + ;
- print("");
- return BTTaskStatus.Running;
- else
- return BTTaskStatus.Success;
- end
- end
- local universal = BTActionUniversal:New(nil, a);
- return universal;
- end
BTParallel:
- TestBehaviorTree = BTBehaviorTree:New();
- local this = TestBehaviorTree;
- this.name = "TestBehaviorTree";
- function this:New()
- local o = {};
- setmetatable(o, self);
- self.__index = self;
- o:Init();
- return o;
- end
- function this:Init()
- local parallel = BTParallel:New();
- local action = self:GetBTActionUniversal();
- local log = BTLog:New("This is log!!!");
- log.name = "log";
- self:SetStartTask(parallel);
- parallel:AddChild(action);
- parallel:AddChild(log);
- end
- function this:GetBTActionUniversal()
- local count = ;
- local a = function ()
- if (count <= ) then
- count = count + ;
- print("");
- return BTTaskStatus.Running;
- else
- return BTTaskStatus.Success;
- end
- end
- local universal = BTActionUniversal:New(nil, a);
- return universal;
- end
2.BTParallel中返回失败中断执行的情况
- TestBehaviorTree = BTBehaviorTree:New();
- local this = TestBehaviorTree;
- this.name = "TestBehaviorTree";
- function this:New()
- local o = {};
- setmetatable(o, self);
- self.__index = self;
- o:Init();
- return o;
- end
- function this:Init()
- local parallel = BTParallel:New();
- local action = self:GetBTActionUniversal();
- local action2 = self:GetBTActionUniversal2();
- self:SetStartTask(parallel);
- parallel:AddChild(action);
- parallel:AddChild(action2);
- end
- function this:GetBTActionUniversal()
- local count = ;
- local a = function ()
- if (count <= ) then
- count = count + ;
- print("");
- return BTTaskStatus.Running;
- else
- return BTTaskStatus.Success;
- end
- end
- local universal = BTActionUniversal:New(nil, a);
- return universal;
- end
- function this:GetBTActionUniversal2()
- local universal = BTActionUniversal:New(nil, function ()
- return BTTaskStatus.Failure;
- end);
- return universal;
- end
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