IndieGame/client/Assets/ParadoxNotion/NodeCanvas/Modules/BehaviourTrees/BehaviourTreeExtensions.cs
DOBEST\zhaoyingjie f242607587 初始化工程
2024-10-11 10:12:15 +08:00

148 lines
5.5 KiB
C#

#if UNITY_EDITOR
using System.Collections.Generic;
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using System.Linq;
namespace NodeCanvas.BehaviourTrees
{
public static class BehaviourTreeExtensions
{
///<summary>Replace the node with another</summary>
public static Node ReplaceWith(this Node node, System.Type t) {
var newNode = node.graph.AddNode(t, node.position);
foreach ( var c in node.inConnections.ToArray() ) {
c.SetTargetNode(newNode);
}
foreach ( var c in node.outConnections.ToArray() ) {
c.SetSourceNode(newNode);
}
if ( node.graph.primeNode == node ) {
node.graph.primeNode = newNode;
}
if ( node is ITaskAssignable && newNode is ITaskAssignable ) {
var assignableNode = node as ITaskAssignable;
var assignableNewNode = newNode as ITaskAssignable;
try { assignableNewNode.task = assignableNode.task; }
catch { /* cant assign */ }
}
node.graph.RemoveNode(node);
return newNode;
}
///<summary>Create a new SubTree out of the branch of the provided root node</summary>
public static BehaviourTree ConvertToSubTree(this BTNode root) {
if ( !UnityEditor.EditorUtility.DisplayDialog("Convert to SubTree", "This will create a new SubTree out of this branch.\nAre you sure?", "Yes", "No!") ) {
return null;
}
var newBT = EditorUtils.CreateAsset<BehaviourTree>();
if ( newBT == null ) {
return null;
}
var subTreeNode = root.graph.AddNode<SubTree>(root.position);
subTreeNode.subGraph = newBT;
for ( var i = 0; i < root.inConnections.Count; i++ ) {
root.inConnections[i].SetTargetNode(subTreeNode);
}
root.inConnections.Clear();
newBT.primeNode = DuplicateBranch(root, newBT);
DeleteBranch(root);
UnityEditor.AssetDatabase.SaveAssets();
return newBT;
}
///<summary>Delete the whole branch of provided root node along with the root node</summary>
public static void DeleteBranch(this BTNode root) {
var graph = root.graph;
foreach ( var node in root.GetAllChildNodesRecursively(true).ToArray() ) {
graph.RemoveNode(node);
}
}
///<summary>Duplicate a node along with all children hierarchy</summary>
public static Node DuplicateBranch(this BTNode root, Graph targetGraph) {
if ( targetGraph == null ) {
return null;
}
var newNode = root.Duplicate(targetGraph);
var dupConnections = new List<Connection>();
for ( var i = 0; i < root.outConnections.Count; i++ ) {
dupConnections.Add(root.outConnections[i].Duplicate(newNode, DuplicateBranch((BTNode)root.outConnections[i].targetNode, targetGraph)));
}
newNode.outConnections.Clear();
foreach ( var c in dupConnections ) {
newNode.outConnections.Add(c);
}
return newNode;
}
///<summary>Decorates BT node with decorator type</summary>
public static Node DecorateWith(this BTNode node, System.Type t) {
var newNode = node.graph.AddNode(t, node.position + new UnityEngine.Vector2(0, -80));
if ( node.inConnections.Count == 0 ) {
node.graph.ConnectNodes(newNode, node);
} else {
var parent = node.inConnections[0].sourceNode;
var parentConnection = node.inConnections[0];
var index = parent.outConnections.IndexOf(parentConnection);
node.graph.RemoveConnection(parentConnection);
node.graph.ConnectNodes(newNode, node);
node.graph.ConnectNodes(parent, newNode, index);
NodeCanvas.Editor.GraphEditorUtility.activeElement = newNode;
}
return newNode;
}
///<summary>Fetch all child nodes of the node recursively, optionaly including this. In other words, this fetches the whole branch.</summary>
public static List<BTNode> GetAllChildNodesRecursively(this BTNode root, bool includeThis) {
var childList = new List<BTNode>();
if ( includeThis ) {
childList.Add(root);
}
foreach ( BTNode child in root.outConnections.Select(c => c.targetNode) ) {
childList.AddRange(child.GetAllChildNodesRecursively(true));
}
return childList;
}
///<summary>Fetch all child nodes of this node with their depth in regards to this node. So, first level children will have a depth of 1 while second level a depth of 2</summary>
public static Dictionary<BTNode, int> GetAllChildNodesWithDepthRecursively(this BTNode root, bool includeThis, int startIndex) {
var childList = new Dictionary<BTNode, int>();
if ( includeThis ) {
childList[root] = startIndex;
}
foreach ( BTNode child in root.outConnections.Select(c => c.targetNode) ) {
foreach ( var pair in child.GetAllChildNodesWithDepthRecursively(true, startIndex + 1) ) {
childList[pair.Key] = pair.Value;
}
}
return childList;
}
}
}
#endif