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BTtree

BehaviorTree for unity

/*

2016.1.28 editor bug fixed

*/

Based on Yifeng Wu's BehaviorTree Framework,improve the visulization tool.

Usage:

Creat a new btTree in Assets window

Find the editor window in Window-behaviorTreeEditor

Drag the tree asset into editor window ,then edit

Add AIManager and CharacterManager to target gameobject

CharacterManager is a class that contains player information,such as HP,MP and component

this is My define

using UnityEngine;

using System.Collections;

[RequireComponent(typeof(InputManager),typeof(CharacterAttributes),typeof(AIManager))]

public class CharacterManager : MonoBehaviour {

public enum CharacterType

{

	Player,
	
	Allies,
	
	Enemy,
	
	Boss,
	
	Other

}

public CharacterType characterType;

public CharacterBase characterBase;

[HideInInspector]

public CharacterAttributes characterAttributes;

public LocalEventManager localEventManager;

private PhysicsManager physicsManager;

private InputManager inputManager;

private AIManager aIManager;

private DamageManager damageManager;

[HideInInspector]

public Transform downCillider;

public int staticSceneNum = -1;

// Use this for initialization

void Awake()

{

	localEventManager = new LocalEventManager();

	physicsManager = transform.Find("DownCollider").GetComponent<PhysicsManager>();

	characterAttributes = GetComponent<CharacterAttributes>();

	inputManager = GetComponent<InputManager>();

	aIManager = GetComponent<AIManager>();

	damageManager = GetComponent<DamageManager>();

	inputManager.localEventManager = localEventManager;

	downCillider = transform.Find("DownCollider");

	characterBase = new CharacterBase (gameObject);

	if (staticSceneNum >= 0)

		characterBase.selfSceneNum = staticSceneNum;

	if (characterType == CharacterType.Player) {

		characterBase.isPlayer = true;

		GameManager.Instance.Player = gameObject;

		DontDestroyOnLoad (this.gameObject);

	}

}

void Start()

{

	characterBase.RegistEvent();

}

void Update()

{

	characterBase.Update();

}

public void Reset()

{

	characterBase.Reset ();

	characterAttributes.Reset ();

	damageManager.Reset ();

	switch (characterType) {

	case CharacterType.Enemy:

		GetComponent<AIManager> ().enabled = true;

		GetComponent<InputManager> ().enabled = false;

		characterBase.camp = 1;

		break;

	case CharacterType.Allies:

		GetComponent<AIManager> ().enabled = true;

		GetComponent<InputManager> ().enabled = false;

		GetComponent<CharacterManager> ().characterBase.camp = 0;

		break;

	case CharacterType.Player:

		aIManager.enabled = false;

		GetComponent<InputManager> ().enabled = true;

		GetComponent<CharacterManager> ().characterBase.camp = 0;

		break;

	}

}

}

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