道路监测功能窗口增加
master
GamerHJD 3 years ago
parent 8cc6553aec
commit 6105ce3254

@ -0,0 +1,94 @@
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// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "AlphaHuXiCell"
{
Properties
{
[HDR]_TintColor("TintColor", Color) = (1,1,1,1)
_Speed("Speed", Range( 0 , 2)) = 1
_TexScale("TexScale", Range( 0 , 0.8)) = 0.66
_MinAlpha("MinAlpha", Range( 0 , 1)) = 0.5
_MaxAlpha("MaxAlpha", Range( 0 , 1)) = 1
_TilingScale("TilingScale", Range( 0 , 100)) = 8
}
SubShader
{
Tags { "RenderType"="Transparent" }
LOD 100
CGINCLUDE
#pragma target 3.0
ENDCG
Blend Off
AlphaToMask On
Cull Back
ColorMask RGBA
ZWrite On
ZTest LEqual
Offset 0 , 0
Pass
{
Name "Unlit"
Tags { "LightMode"="ForwardBase" }
CGPROGRAM
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
//only defining to not throw compilation error over Unity 5.5
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#endif
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "UnityCG.cginc"
#include "UnityShaderVariables.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
float3 worldPos : TEXCOORD0;
#endif
float4 ase_texcoord1 : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
uniform half _TilingScale;
uniform half _TexScale;
uniform half4 _TintColor;
uniform half _Speed;
uniform half _MinAlpha;
uniform half _MaxAlpha;
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
float snoise( float2 v )
{
const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
float2 i = floor( v + dot( v, C.yy ) );
float2 x0 = v - i + dot( i, C.xx );
float2 i1;
i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
float4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod2D289( i );
float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
m = m * m;
m = m * m;
float3 x = 2.0 * frac( p * C.www ) - 1.0;
float3 h = abs( x ) - 0.5;
float3 ox = floor( x + 0.5 );
float3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
float3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot( m, g );
}
v2f vert ( appdata v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.ase_texcoord1.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord1.zw = 0;
float3 vertexValue = float3(0, 0, 0);
#if ASE_ABSOLUTE_VERTEX_POS
vertexValue = v.vertex.xyz;
#endif
vertexValue = vertexValue;
#if ASE_ABSOLUTE_VERTEX_POS
v.vertex.xyz = vertexValue;
#else
v.vertex.xyz += vertexValue;
#endif
o.vertex = UnityObjectToClipPos(v.vertex);
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
#endif
return o;
}
fixed4 frag (v2f i ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
fixed4 finalColor;
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
float3 WorldPosition = i.worldPos;
#endif
half2 break19_g4 = float2( -0.5,0.5 );
half2 temp_cast_0 = (_TilingScale).xx;
half temp_output_2_0_g2 = _TexScale;
half2 appendResult10_g3 = (half2(temp_output_2_0_g2 , temp_output_2_0_g2));
half2 temp_output_11_0_g3 = ( abs( (frac( (i.ase_texcoord1.xy*temp_cast_0 + ( 1.0 - abs( ( _Time.y * half2( 0,-1 ) ) ) )) )*2.0 + -1.0) ) - appendResult10_g3 );
half2 break16_g3 = ( 1.0 - ( temp_output_11_0_g3 / fwidth( temp_output_11_0_g3 ) ) );
half2 temp_cast_1 = (( 1.0 - saturate( min( break16_g3.x , break16_g3.y ) ) )).xx;
half simplePerlin2D21 = snoise( temp_cast_1 );
simplePerlin2D21 = simplePerlin2D21*0.5 + 0.5;
half temp_output_1_0_g4 = simplePerlin2D21;
half sinIn7_g4 = sin( temp_output_1_0_g4 );
half sinInOffset6_g4 = sin( ( temp_output_1_0_g4 + 1.0 ) );
half lerpResult20_g4 = lerp( break19_g4.x , break19_g4.y , frac( ( sin( ( ( sinIn7_g4 - sinInOffset6_g4 ) * 91.2228 ) ) * 43758.55 ) ));
half mulTime6 = _Time.y * _Speed;
half clampResult9 = clamp( abs( cos( mulTime6 ) ) , _MinAlpha , _MaxAlpha );
finalColor = ( ( ( lerpResult20_g4 + sinIn7_g4 ) * _TintColor ) * clampResult9 );
return finalColor;
}
ENDCG
}
}
CustomEditor "ASEMaterialInspector"
}
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// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "AlphaHuXiCell1"
{
Properties
{
_Speed("Speed", Range( 0 , 2)) = 1
_MinAlpha("MinAlpha", Range( 0 , 1)) = 0.5
_MaxAlpha("MaxAlpha", Range( 0 , 1)) = 1
_TextureSample0("Texture Sample 0", 2D) = "white" {}
_RollSpeed("RollSpeed", Range( 0 , 1)) = 0
_TexScale("TexScale", Range( 0 , 100)) = 0
[HDR]_TintColor("TintColor", Color) = (0,0,0,0)
}
SubShader
{
Tags { "RenderType"="Transparent" }
LOD 100
CGINCLUDE
#pragma target 3.0
ENDCG
Blend Off
AlphaToMask On
Cull Back
ColorMask RGBA
ZWrite On
ZTest LEqual
Offset 0 , 0
Pass
{
Name "Unlit"
Tags { "LightMode"="ForwardBase" }
CGPROGRAM
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
//only defining to not throw compilation error over Unity 5.5
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#endif
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "UnityCG.cginc"
#include "UnityShaderVariables.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
float3 worldPos : TEXCOORD0;
#endif
float4 ase_texcoord1 : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
uniform sampler2D _TextureSample0;
uniform float _TexScale;
uniform float _RollSpeed;
uniform float4 _TintColor;
uniform float _Speed;
uniform float _MinAlpha;
uniform float _MaxAlpha;
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
float snoise( float2 v )
{
const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
float2 i = floor( v + dot( v, C.yy ) );
float2 x0 = v - i + dot( i, C.xx );
float2 i1;
i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
float4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod2D289( i );
float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
m = m * m;
m = m * m;
float3 x = 2.0 * frac( p * C.www ) - 1.0;
float3 h = abs( x ) - 0.5;
float3 ox = floor( x + 0.5 );
float3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
float3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot( m, g );
}
v2f vert ( appdata v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.ase_texcoord1.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord1.zw = 0;
float3 vertexValue = float3(0, 0, 0);
#if ASE_ABSOLUTE_VERTEX_POS
vertexValue = v.vertex.xyz;
#endif
vertexValue = vertexValue;
#if ASE_ABSOLUTE_VERTEX_POS
v.vertex.xyz = vertexValue;
#else
v.vertex.xyz += vertexValue;
#endif
o.vertex = UnityObjectToClipPos(v.vertex);
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
#endif
return o;
}
fixed4 frag (v2f i ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
fixed4 finalColor;
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
float3 WorldPosition = i.worldPos;
#endif
float2 break19_g1 = float2( -0.3,0.5 );
float mulTime57 = _Time.y * _RollSpeed;
float2 texCoord55 = i.ase_texcoord1.xy * ( _TexScale * float2( 24,20 ) ) + ( mulTime57 * float2( 0,-1 ) );
float cos75 = cos( ( abs( _SinTime.y ) * 0.01 ) );
float sin75 = sin( ( abs( _SinTime.y ) * 0.01 ) );
float2 rotator75 = mul( texCoord55 - float2( -1,1 ) , float2x2( cos75 , -sin75 , sin75 , cos75 )) + float2( -1,1 );
float2 temp_cast_0 = (tex2D( _TextureSample0, rotator75 ).a).xx;
float simplePerlin2D67 = snoise( temp_cast_0 );
simplePerlin2D67 = simplePerlin2D67*0.5 + 0.5;
float temp_output_1_0_g1 = simplePerlin2D67;
float sinIn7_g1 = sin( temp_output_1_0_g1 );
float sinInOffset6_g1 = sin( ( temp_output_1_0_g1 + 1.0 ) );
float lerpResult20_g1 = lerp( break19_g1.x , break19_g1.y , frac( ( sin( ( ( sinIn7_g1 - sinInOffset6_g1 ) * 91.2228 ) ) * 43758.55 ) ));
float temp_output_68_0 = ( lerpResult20_g1 + sinIn7_g1 );
float mulTime6 = _Time.y * _Speed;
float clampResult9 = clamp( abs( cos( mulTime6 ) ) , _MinAlpha , _MaxAlpha );
finalColor = ( ( temp_output_68_0 * _TintColor ) * clampResult9 );
return finalColor;
}
ENDCG
}
}
CustomEditor "ASEMaterialInspector"
}
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//CHKSM=92FB2AF6530C85A450A64F3530214FA1E80DD10C

@ -0,0 +1,246 @@
// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "AlphaHuXiCell"
{
Properties
{
[HDR]_TintColor("TintColor", Color) = (1,1,1,0.7294118)
_Speed("Speed", Range( 0 , 2)) = 1
_TexScale("TexScale", Range( 0 , 0.8)) = 0.66
_Float0("Float 0", Range( 0 , 0.8)) = 0.66
_MinAlpha("MinAlpha", Range( 0 , 1)) = 0.5
_MaxAlpha("MaxAlpha", Range( 0 , 0.8)) = 0.8
_TilingScale("TilingScale", Range( 0 , 100)) = 8
}
SubShader
{
Tags { "RenderType"="Transparent" }
LOD 100
CGINCLUDE
#pragma target 3.0
ENDCG
Blend Off
AlphaToMask On
Cull Back
ColorMask RGBA
ZWrite On
ZTest LEqual
Offset 0 , 0
Pass
{
Name "Unlit"
Tags { "LightMode"="ForwardBase" }
CGPROGRAM
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
//only defining to not throw compilation error over Unity 5.5
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#endif
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "UnityCG.cginc"
#include "UnityShaderVariables.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
float3 worldPos : TEXCOORD0;
#endif
float4 ase_texcoord1 : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
uniform half _TilingScale;
uniform half _TexScale;
uniform half _Float0;
uniform half4 _TintColor;
uniform half _Speed;
uniform half _MinAlpha;
uniform half _MaxAlpha;
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
float snoise( float2 v )
{
const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
float2 i = floor( v + dot( v, C.yy ) );
float2 x0 = v - i + dot( i, C.xx );
float2 i1;
i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
float4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod2D289( i );
float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
m = m * m;
m = m * m;
float3 x = 2.0 * frac( p * C.www ) - 1.0;
float3 h = abs( x ) - 0.5;
float3 ox = floor( x + 0.5 );
float3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
float3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot( m, g );
}
v2f vert ( appdata v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.ase_texcoord1.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord1.zw = 0;
float3 vertexValue = float3(0, 0, 0);
#if ASE_ABSOLUTE_VERTEX_POS
vertexValue = v.vertex.xyz;
#endif
vertexValue = vertexValue;
#if ASE_ABSOLUTE_VERTEX_POS
v.vertex.xyz = vertexValue;
#else
v.vertex.xyz += vertexValue;
#endif
o.vertex = UnityObjectToClipPos(v.vertex);
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
#endif
return o;
}
fixed4 frag (v2f i ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
fixed4 finalColor;
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
float3 WorldPosition = i.worldPos;
#endif
half2 break19_g9 = half2( -0.2,0.5 );
half2 temp_cast_0 = (_TilingScale).xx;
half2 temp_output_40_0 = ( 1.0 - abs( ( _Time.y * half2( 0,-1 ) ) ) );
half temp_output_2_0_g7 = _TexScale;
half2 appendResult10_g8 = (half2(temp_output_2_0_g7 , temp_output_2_0_g7));
half2 temp_output_11_0_g8 = ( abs( (frac( (i.ase_texcoord1.xy*temp_cast_0 + temp_output_40_0) )*2.0 + -1.0) ) - appendResult10_g8 );
half2 break16_g8 = ( 1.0 - ( temp_output_11_0_g8 / fwidth( temp_output_11_0_g8 ) ) );
half2 temp_cast_1 = (_TilingScale).xx;
half temp_output_2_0_g5 = ( _Float0 - 0.05 );
half2 appendResult10_g6 = (half2(temp_output_2_0_g5 , temp_output_2_0_g5));
half2 temp_output_11_0_g6 = ( abs( (frac( (i.ase_texcoord1.xy*temp_cast_1 + temp_output_40_0) )*2.0 + -1.0) ) - appendResult10_g6 );
half2 break16_g6 = ( 1.0 - ( temp_output_11_0_g6 / fwidth( temp_output_11_0_g6 ) ) );
half temp_output_55_0 = ( saturate( min( break16_g8.x , break16_g8.y ) ) - saturate( min( break16_g6.x , break16_g6.y ) ) );
half2 temp_cast_2 = (temp_output_55_0).xx;
half simplePerlin2D21 = snoise( temp_cast_2*1.3 );
simplePerlin2D21 = simplePerlin2D21*0.5 + 0.5;
half temp_output_1_0_g9 = simplePerlin2D21;
half sinIn7_g9 = sin( temp_output_1_0_g9 );
half sinInOffset6_g9 = sin( ( temp_output_1_0_g9 + 1.0 ) );
half lerpResult20_g9 = lerp( break19_g9.x , break19_g9.y , frac( ( sin( ( ( sinIn7_g9 - sinInOffset6_g9 ) * 91.2228 ) ) * 43758.55 ) ));
half mulTime6 = _Time.y * _Speed;
half clampResult59 = clamp( abs( sin( mulTime6 ) ) , _MinAlpha , _MaxAlpha );
finalColor = ( ( ( lerpResult20_g9 + sinIn7_g9 ) * _TintColor ) * clampResult59 );
return finalColor;
}
ENDCG
}
}
CustomEditor "ASEMaterialInspector"
}
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@ -0,0 +1,10 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AIPeopleCtrl : Ctrl
{
public bool CheckWalk = true;
public bool CheckStop = true; //TODO行为树
}

@ -0,0 +1,18 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Ctrl : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

@ -33,6 +33,9 @@ public class GameRoot : MonoBehaviour
infoWnd.Init();
//定时任务服务
pt = new PETimer();
//行为树初始化
BehaviourCtrl.Init();
}
private void Start()

@ -204,7 +204,7 @@ public class CarSys : MonoBehaviour
//随机时间
int t = Random.Range(Const.RefreshCarminTime, Const.RefreshCarmaxTime);
Debug.Log(t);
//Debug.Log(t);
while (true)
{
yield return new WaitForSeconds(Time.deltaTime);

@ -0,0 +1,17 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using SampleBehavirTree;
public class DebugTest : ActionNode
{
public string info = "";
public override IEnumerator Execute()
{
Debug.Log(info);
state = State.Succeed;
return base.Execute();
}
}

@ -0,0 +1,18 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MoveAction : ActionNode
{
public Transform trans;
//向前和向后走的距离
private Vector3 forwardMovePos;
private Vector3 backMovePos;
public override IEnumerator Execute()
{
forwardMovePos = trans.forward * 50;
backMovePos = -forwardMovePos;
return base.Execute();
}
}

@ -0,0 +1,13 @@
using SampleBehavirTree;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ActionNode : BehaviourNode
{
public override IEnumerator Execute()
{
return base.Execute();
}
}

@ -0,0 +1,15 @@
using SampleBehavirTree;
using UnityEngine;
public class BehaviourCtrl:MonoBehaviour
{
public static BehaviourCtrl Instance;
public static void Init()
{
var go = new GameObject("BehaviourTreeCtrl");
Instance= go.AddComponent<BehaviourCtrl>();
}
}

@ -0,0 +1,10 @@
using SampleBehavirTree;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Composite : BehaviourNode
{
public List<BehaviourNode> nodes = new List<BehaviourNode>();
}

@ -0,0 +1,61 @@
using SampleBehavirTree;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
public class SampleBehaviourTree : MonoBehaviour
{
private BehaviourNode root;
// Start is called before the first frame update
void Start()
{
root = CreatBehaviour();
ExcuteBehaviour();
}
// Update is called once per frame
void Update()
{
}
[ContextMenu("执行行为树")]
void ExcuteBehaviour()
{
StartCoroutine(c_ExcuteBehaviour());
}
IEnumerator c_ExcuteBehaviour()
{
yield return StartCoroutine(root.Execute());
}
public BehaviourNode CreatBehaviour()
{
var selector = new Selector();
var sequence_1 = new Sequence();
var condition1 = new condition_Behavir();
var action1 = new DebugTest();
action1.info = "测试行为树";
//添加条件
sequence_1.nodes.Add(condition1);
//添加行为
sequence_1.nodes.Add(action1);
//
selector.nodes.Add(sequence_1);
condition1.ctrlTrans = this.transform;
//不同类别Action 的参数配置
return selector;
}
}

@ -0,0 +1,21 @@
using SampleBehavirTree;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 只要有一个节点返回Ture则停止检测其他节点运行状态为Ture
/// </summary>
public class Selector : Composite
{
public override IEnumerator Execute()
{
foreach (var node in nodes)
{
yield return BehaviourCtrl.Instance.StartCoroutine(node.Execute());
if (node.state == State.Succeed) yield break;
}
this.state = SampleBehavirTree.State.Fail;
}
}

@ -0,0 +1,25 @@
using SampleBehavirTree;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 只要有一个节点返回False则停止检测其他节点运行状态为False
/// </summary>
public class Sequence : Composite
{
public override IEnumerator Execute()
{
foreach (var node in nodes)
{
yield return BehaviourCtrl.Instance.StartCoroutine(node.Execute());
if (node.state == State.Fail) {
this.state = State.Fail;
break;
}
}
this.state = SampleBehavirTree.State.Succeed;
}
}

@ -0,0 +1,15 @@
using SampleBehavirTree;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class condition_Behavir : BehaviourNode
{
public Transform ctrlTrans = null;
public override IEnumerator Execute()
{
return base.Execute();
}
}

@ -0,0 +1,24 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace SampleBehavirTree{
public enum State
{
Running=0,
Succeed,
Fail
}
public class BehaviourNode
{
public State state = State.Running;
public virtual IEnumerator Execute()
{
yield return 1;
}
}
}

@ -11,11 +11,21 @@ public class InfoWnd : MonoBehaviour
public Text carAllTxt;
public Text dateTxt;
public Button roadInfoCloseBtn;
public GameObject RoadInfo;
public GameObject colorTitle;
public string date;
public void Init()
{
if (RoadInfo.activeSelf)
{
SetRoadInfoActive(false);
}
roadInfoCloseBtn.onClick.AddListener(()=> { SetRoadInfoActive(false); });
}
public void SetCarInText(int Addvalue)
@ -36,7 +46,17 @@ public class InfoWnd : MonoBehaviour
carAllTxt.text = n1.ToString();
}
public void SetColorTitleActive()
{
if (colorTitle.activeSelf != false)
{
colorTitle.SetActive(false);
}
else
{
colorTitle.SetActive(true);
}
}
public void UpdateTime()
@ -47,7 +67,14 @@ public class InfoWnd : MonoBehaviour
var year = DateTime.Now.Year;
var month = DateTime.Now.Month;
var day = DateTime.Now.Day;
date = string.Format( "{0:D4}/{1:D2}/{2:D2}"+"-"+"{3:D2}:{4:D2}:{5:D2} " , year, month, day,hour, minute, second);
date = string.Format("{0:D4}/{1:D2}/{2:D2}" + "-" + "{3:D2}:{4:D2}:{5:D2} ", year, month, day, hour, minute, second);
dateTxt.text = date;
}
public void SetRoadInfoActive(bool t)
{
RoadInfo.SetActive(t);
}
}

@ -8,6 +8,8 @@ public class MenuWnd : MonoBehaviour
//视图索引
private int viewIndex = 0;
public Button viewChangeBtn;
public Button roadInfoBtn;
public GameObject threeDcamera;
public GameObject twoDcamera;
// Start is called before the first frame update
@ -17,6 +19,8 @@ public class MenuWnd : MonoBehaviour
public void Init()
{
viewChangeBtn.onClick.AddListener(ChangeView);
roadInfoBtn.onClick.AddListener(()=>{ GameRoot.Instance.infoWnd.SetRoadInfoActive(true); }
);
}
/// <summary>
@ -45,5 +49,7 @@ public class MenuWnd : MonoBehaviour
threeDcamera.SetActive(true);
break;
}
GameRoot.Instance.infoWnd.SetColorTitleActive();
}
}

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