前提概要

为了避免歧义,我修改了Node.cs文件中一些函数命名

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DoStop->DoCancel
Stop->CancelWithoutReturnResult

我们都知道行为树中有三大组合节点,分别是

  • Selector:选择组合器,一遇到子结点返回成功则其本身返回成功,否则继续执行下一个子结点,全部失败则其本身返回失败
  • Sequence:序列组合器,一遇到子结点返回失败则其本身返回失败,否则继续执行下一个子结点。全部成功则其本身返回成功
  • Parallel:并行组合器,全部子节点执行成功则其本身成功,有一个子结点执行失败,则终止其余子结点执行,其本身返回失败

架构流程图

NPBehave本身就是通过Start,DoStart,Stop,DoStop以及Stopped来控制整个行为树运转的,但是有一些函数命名容易引起起义,所以我做了修改

与生命周期相关的函数基本就这几个,最重要的,也就是最开始提到的会影响我们三个组合器运行状态结果的,就是Stopped函数

示例

举个例子,就以Selector为例

开始执行时,会开始处理子节点

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      protected override void DoStart()
{
foreach (Node child in Children)
{
Debug.Assert(child.CurrentState==State.INACTIVE);
}

currentIndex = -1;

ProcessChildren();
}

//处理子结点
private void ProcessChildren()
{
//如果当前索引小于子结点个数
if (++currentIndex < Children.Length)
{
//如果Selector需要被终止了(比如一个子节点返回了成功)
if (IsStopRequested)
{
//就表示此次Selector以失败告终,返回失败状态
Stopped(false);
}
else
{
//否则就继续执行下一个子结点
Children[currentIndex].Start();
}
}
else//如果当前索引等于了子结点个数,说明已经遍历完成,但是没有一个子结点返回成功,所以以失败告终,返回失败状态
{
Stopped(false);
}
}

在我们执行子结点的过程中,子结点可能会执行这一段

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protected override void DoStart()
{
if (this.action != null)
{
this.action.Invoke();
this.Stopped(true);
}
}

/// <summary>
/// 节点被终止,内含状态,成功或失败
/// </summary>
/// <param name="success"></param>
protected virtual void Stopped(bool success)
{
// Assert.AreNotEqual(this.currentState, State.INACTIVE, "The Node " + this + " called 'Stopped' while in state INACTIVE, something is wrong! PATH: " + GetPath());
Debug.Assert(this.currentState != State.INACTIVE,
"Called 'Stopped' while in state INACTIVE, something is wrong!");
this.currentState = State.INACTIVE;
if (this.ParentNode != null)
{
this.ParentNode.ChildStopped(this, success);
}
}

那么我们的Selector组合器就已经找到了返回成功的结点,其本身也将返回成功

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protected override void DoChildStopped(Node child, bool result)
{
if (result)
{
Stopped(true);
}
else
{
ProcessChildren();
}
}

BlackBoradConditionNode规则

每次轮询的时候开始监测变化,并且进行一次条件检查,如果条件符合就执行装饰的节点,不符合就Stop

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protected override void DoStart()
{
if (stopsOnChange != Stops.NON
{
if (!isObserving)
{
isObserving = true;
StartObserving();
}
}
if (!IsConditionMet())
{
Stopped(false);
}
else
{
Decoratee.Start();
}
}

每次订阅的黑板键改变的时候进行一次条件判断,如果当前节点正在处于激活态且条件不满足,就停止

如果处于失活状态且条件满足,就根据设置进行其他节点的终止操作,等待下一次轮询(下一帧)执行装饰的结点

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protected void Evaluate()
{
if (IsActive && !IsConditionMet())
{
if (stopsOnChange == Stops.SELF || stopsOnChange == Stops.BOTH || stopsOnChange == Stops.IMMEDIATE_RESTART)
{
// Debug.Log( this.key + " stopped self ");
this.CancelWithoutReturnResult();
}
}
else if (!IsActive && IsConditionMet())
{
if (stopsOnChange == Stops.LOWER_PRIORITY || stopsOnChange == Stops.BOTH || stopsOnChange == Stops.IMMEDIATE_RESTART ||
stopsOnChange == Stops.LOWER_PRIORITY_IMMEDIATE_RESTART)
{
// Debug.Log( this.key + " stopped other ");
Container parentNode = this.ParentNode;
Node childNode = this;
while (parentNode != null && !(parentNode is Composite))
{
childNode = parentNode;
parentNode = parentNode.ParentNode;
}
Debug.Assert(parentNode != null, "NTBtrStops is only valid when attached to a parent composite");
Debug.Assert(childNode != null);
if (parentNode is Parallel)
{
Debug.Assert(stopsOnChange == Stops.IMMEDIATE_RESTART,
"On Parallel Nodes all children have the same priority, thus Stops.LOWER_PRIORITY or Stops.BOTH are unsupported in this context!");
}
if (stopsOnChange == Stops.IMMEDIATE_RESTART || stopsOnChange == Stops.LOWER_PRIORITY_IMMEDIATE_RESTART)
{
if (isObserving)
{
isObserving = false;
StopObserving();
}
}
((Composite) parentNode).StopLowerPriorityChildrenForChild(childNode,
stopsOnChange == Stops.IMMEDIATE_RESTART || stopsOnChange == Stops.LOWER_PRIORITY_IMMEDIATE_RESTART);
}
}
}

总结

在NPBehave中,真正会返回/包含状态的函数是Stopped,记住这一点,看代码的时候会轻松很多