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        Panda Behaviour for Unity
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1.  Succeeded until duration is elapsed     Implementing task in C     Every task in a Panda Script requires a C  implementation present on a MonoBehaviour on the GameObject  A task is  implemented as a method returning a Panda Status and that as the exact same name as the task in the script        Return type and value    A method implementing a task must return a Panda Status and the return value must be one of the following be    e Status Succeed   Indicates that the task has succesfully complemented  e Status Failed  Indicates that the taks is complemented but has failed        Statis Running  Indicates that the tasks is still running and requires more Ticks  or frames  to be completed     Task parameters    A task might take none or several parameters which are written after the taskname within paramethesis and separated  by comas  Parameters are only values   no variable identifiers   For each task  the CH implementation is expected to take  the same number and type of parameters  It s possible to have task overloading  tasks with same name but with different  number of parameters or parameter type       Panda Script supports the following value type       bool     int     float   e string  Task current    Within the scope of a task method  you can have access to the runtime Task object through Panda Task current  which  provides information about the the current task  Usually  you only need to access the following members from a task  method     status    e status  the cu
2. Panda Behaviour for Unity  User Manual       www PandaBehaviour com    Copyright 2015 Eric Begue   Please send comments corrections feedbacks to ericbeg panda gmail com    Table of Contents                   NI i i tcl i aaa aa 5  Passive A AN A ern 5  La e a adipsia 5  O A A A DNRC RTO 6             E A A to 6  Task Patameters ed aaa dada anar baba aida ion 6                                  PAS Mo dd ota ielea eiiaoe saioan aeaii 7  PU ia acinar nen e iaa 1  Node PICAS  prorrata atan reasda aiak aS 7  Md eii 7  a tt BR ait ir thes s 8   BEHAVIOUR rr o A a aeaa 8  SECUENCIA AA ii a Sa 8  AAA AAA AE A 9  PARALLEL A A A A 9  TACA caidas 10  REPEAT A A RN Te errer ee ren 10  WALE E A eer eee ee eet ee rere eerrener 11  A eee 12  IU ai de oi ot to pc i ci a EE oa e eta o inna 12       Overview       Panda Behaviour is a Behaviour Tree  BT  engine integrated with a simple scripting language named Panda Script  You  have now the the power of BT at your finger tips  Write high level and scalable Al logic with the flexibility and simplicity of  plain text script  Though Behaviour tree is a tool for programmers  its simplicity requires only basic knowledge about  programming to start using it     Panda Behaviour is build in order to easily iterate over the design of your game BT logic  make modifications to your  scripts  refresh Unity and see the result of your changes in play mode without waiting for any compilation  Furthermore   you can visualize the runtime execution of your BT 
3. and debug it in realtime     To keep things simple  Panda Behaviour features scope is kept to the bare minimum  a BT engine  You know what you  need for your game  and what BT tasks you need  Creating a custom BT task is as simple as writing a c  sharp method   in fact this is the way you define a new task     Please have a look at the provide examples in PandaBehaviour Examples to get started     Installation       Download the Panda Behaviour package from the Unity Asset Store  then import it into your project  Once the package  has been imported  a new directory named PandaBehaviour will be present at the root of your the Assets folder  The  PandaBehaviour folder contains the core of Panda Behaviour  the documentation and some examples to get started     Panda Behaviour  Script  Component                   y JM panda Behaviour  Script  G    Tick On    Update     MAuto Reset  Status N A  Count 1   v Panda Script 0   RobotGuard  o     BEHAVIOUR  Main     FALLBACK  BEHAVIOUR  AttackPlayer    BEHAVIOUR  ChasePlayer      BEHAVIOUR  SearchForPlayer    BEHAVIOUR    Idle      BEHAVIOUR  AttackPlayer      IF  SEQUENCE  IsPlayerWithinShootingRange  IsPlayerVisible    FALLBACK  WHILE IsPlayerWithinShootingRange  SEQUENCE   IsPlayerVisible  ClearAllVisualChecks  StopMoving  AimAtPlayer  Shoot   GuessPlayerPosition 12 0       Chasing Player  BEHAVIOUR  ChasePlayer         The Panda Behaviour component is the only interface you have to deal with within Unity  This component determines  
4. efines 4 parameters types  string  int  float  bool  The parameters are passed to the c  method    implementing the task when the task is ticked     Indentation    In a Panda Script file  indentations are used to define the hierarchy of the tree  A child node has a higher indentation  than it s parent  Both tabulations and spaces are supported as white space to indent the code  For consistency  though a  mix of spaces and tabulations would work  it is recommended to use the same type of indention in the same file     Structural nodes    Structural nodes define the hierarchy and the execution flow of the behaviour tree  Each structural node have a specific algorithm to tick  its child and to the return its status  This section describe all the 10 structural nodes  their syntax  how their children are ticked and in  which situation they return Succeeded  Failed or Running     The information contains is this section is also available into a one page table in the file PandaScript quickref pdf     BEHAVIOUR    Syntax       BEHAVIOUR     name       child           Description    A tree definition when rooted       A sub tree when parented to a node     Returned status    Returns Succeeded when child returns Succeeded   Returns Failed when child returns Failed   Returns Running when child returns Running     On Tick    Ticks child and returns status     SEQUENCE    Syntax       SEQUENCE  child     child        child           Description    A composite node that runs all children f
5. n Succeeded  and then child Succeeded     e condition Failed  and else child Succeeded     Returns Failed when     condition Failed     e condition Succeeded  and then child Failed     e condition Failed  and else child Failed     Returns Running when   e condition is Running       condition Succeeded and then child is Running       condition Failed and e se child is Running     On Tick  Ticks condition  if condition   e succeed  ticks then child and returns status        Failed  ticks else child  if exists  and returns status     NOT    Syntax       NOT child             Description    An inverter node  Returns suceeded when its child Failed and returns Failed when its child Succeeded     Returned status    Returns Succeeded when the child Failed   Returns Failed when the child Succeeded   Returns Running when the child is Running     On Tick    Ticks child and returns status     MUTE    Syntax       MUTE child          Description    A muter node  ignores child status  Returns Succeeded whenever its child returned Succeeded or Failed     Returned status    Returns Succeeded when the child either succeed or Failed   Never returns Failed   Returns Running when the child is Running     On Tick    Ticks child and returns status     
6. ning      Light grey  The node is Ready  it has not been ticked       Dark grey  Comments or debug info    A bold font indicates that the node has been ticked on the current frame     Debugging    Break Points    You can set break points by clicking a line number of a line containing nodes  The line number will turn yellow indicating  that the break point is set  When the execution flow reaches a node on a break point  the game will be paused and the  line number will turn purple  You can resume the game by clicking on the break point again  or using the usual pause or  next frame button     Note that the break point will be activated only when a node has been ticked for the first time  that is the node status was  ready  grey  before it was ticked     Debug Info  You can display useful information that would give insight into how a task is currenty performing     In the life view  Debug Info is visible in the inspector next to a node  You can set the displayed text from the c   implementation of the task by setting the followin string     Panda  Task current debugInfo    Built in tasks    The Panda Behaviour component come with a minimal set of built in tasks     Debug tasks wrapper  These tasks wrap the Unity debug utilities     DebugLog    message      Debug Log string  wrapper     DebugWarning    message      Debug Log string  wrapper    DebugError    message      Debug Log string  wrapper      DebugBreak  Debug Break wrapper    Wait    e Wait duration   this task returns
7. r tree  as well as it s execution flow and other debugging  information     Component properties    Tick On Determines when to tick the root tree  The options are  Update  LateUpdate  FixedUpdate  or Manual  When the manual option is choosen  the PandaBehaviour component will not  tick the root tree automatically  This is useful if you want to execute the behaviour tree at a  custom time by calling PandaBehaviour  Tick   from your own script     Auto Reset When enable  if the tree is ticked and has previously returned Succeed or Failed the tree    will be automatically reset  When AutoReset is disable  the tree will be run once and calling  Tick   on it will has no effect     Status Displays the current status of the root node  N A indicates that the behaviour tree is not  active     Count The number of Panda scripts defining the behaviour tree       Node Folding    You can use the     and     buttons to respectively collapse and unfold the source code hierarchy     Passive Mode   When the behaviour is not active  the syntax highlighting is in Passive Mode  The color indicates the element type     Purple  structural nodes    Orange  node parameters     Black White  Light Dark skin    Tasks    e Grey  comments    Live View Mode       When the behaviour is executing  the syntax highlighing changes to the Live View mode  In this mode  each node is  colored according to its current status     e Green  The node has Succeeded      Red  The node has Failed    e Blue  The node is Run
8. rns Running when One or more child is Running and none has Succeeded     On Tick    Ticks all child from top to bottom  then returns status     REPEAT    Syntax       REPEAT    n     child          Description    A repeater node that repeat Child n times unless child Failed  If n is not specified or n 0  the repetitions is infinite     Returned status    Returns Succeeded when      The child has been repeated n time and Succeeded at each iteration   e Never if nis not specified or n 0  infinite repetition      Returns Failed when The child Failed   Returns Running when The number of iterations has not reached n and the child did not Failed     On Tick    Ticks child if number of iteration has not reached n and returns status     WHILE    Syntax       WHILE  condition   child             Description  A repeater node that repeats Child unless condition Failed or Child Failed     If condition is not specified  the repetitions is infinite     Returned status    Never returns Succeeded     Returns Failed when   e condition Failed   e condition succeed and child Failed     Returns Running when condition succeed and either     child Succeeded     e child is Running     On Tick  Ticks condition  if condition     Succeeded  ticks child then returns status     e Failed  returns status    IF    Syntax       IF condition  then child   else child              Description    A conditional node to implement an if then else branching     Returned status    Returns Succeeded when   e conditio
9. rom top to bottom unless one Failed     Returned status    Returns Succeeded when all child Succeeded   Returns Failed when one child Failed   Returns Running when one child is Running     On Tick    Ticks each child from top to bottom and returns status  Returns status on the first child that Failed or that is Running     FALLBACK    Syntax       FALLBACK  child     child     child              Description    A composite node that runs all children from top to bottom until one Succeeded     Returned status    Returns Succeeded when one child Succeeded   Returns Failed when all child Failed   Returns Running when one child is Running     On Tick    Ticks each child from top to bottom and returns status  Returns status on the first child that succeed or that is Running     PARALLEL    Syntax       PARALLEL  child     child     child              Description    A composite node that runs all children on the same tick until one child Failed     Returned status    Returns Succeeded when all child Succeeded   Returns Failed when one or more child Failed   Returns Running when one or more child is Running and none has Failed     On Tick    Ticks all child from top to bottom  then returns status     RACE    Syntax       RACE    child     child     child              Description    A composite node that runs all children on the same tick until one child Succeeded     Returned status    Returns Succeeded when One or more child Succeeded   Returns Failed when All children Failed   Retu
10. rrent task status  alternatively  you can use the bool shortcuts  isStarting  isRunning  hasFailed   hasSucceeded        debuglInfo  a string visible next to a node in the inspector to display debugging information     Examples    Let s we want to implemented the followring behaviour tree        BEHAVIOUR     Main      Print     Hello World                  This Panda Script contains a task name  Print  taking a string as parameter  The Panda Behaviour Tree engine expects  that one and only one method with the same name and signature exist on any component attached to the Game Object   Here we define a new component named    HelloWorld    that implements the task    Print              using UnityEngine   using Panda        public class HelloWorld   MonoBehaviour     Status Print string message      Debug  Log  message     return Status Succeeded              Panda Script Syntax       Panda Script is a simple Behaviour Tree language  Panda Scripts are written into plain text file  they are TextAsset into a  unity project  This section describes the Panda Script syntax     Node types    There are two types of node  structural node and task node   e Structural nodes defines the tree hierarchy and the execution flow of the behaviour tree       Task nodes are leaf node that execute low level operation implemented as a c  method     Node parameters    A node can have parameters  Parameters is a list of coma separated values enlosed into parathesis after a node name   Panda script d
11. the Behaviours Tree of the Game Object it is attached to  The Panda Behaviour component intregrate a syntax  highlighted script viewer in two mode  Static View and Live View for respectively inspecting the code and visualize the  behaviour tree at runtime     To be functionnal  a Panda Behaviour requires one or more Panda scripts to be assigned to it  A Panda script is a simple  TextAsset in your project wich contain a script describing a BT which you can edit using your favorite text editor  You can  create a new Panda Script asset from the context menu of the project view  right click on the project view tab  gt  create  gt   Panda Script   Each task mentionned in the scripts has to be implemented by a unique c  sharp method present in any  component attached to the Game Object  It is also required that any BEHAVIOUR node is defined within the attached  Panda Scripts     Once the functionnal requirements of a Panda Behaviour are full filled  every task will be bound to their respective c   sharp method based on the task name and parameter types  At this point the Panda Behaviour is ready to be used     A Panda Behaviour is evaluated each time the Tick method of the Panda Behaviour component is called  which as for  effect to run the scripted behaviour tree and called the c  sharp methods accordingly     During the execution of Panda Behaviour  a live view of the execution is available in the inspector  which provides a  useful insight about the current state of the behaviou
    
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