官术网_书友最值得收藏!

Creating the Behavior Tree

Let's add a Behavior Tree by going to the Content Browser and selecting Add New > Artificial Intelligence > Behavior Tree, as shown in the following screenshot:

For now, we will call our Behavior Tree BT_MyFirstBehaviorTree. Again, here, I'm using a specific naming convention to prefix all Behavior Tree assets with BT_. Once again, please follow the naming convention, unless you have a specific reason not to.

When you open the Behavior Tree window, you will see a single node called Root, as follows:

The Root is where the execution of your Behavior Tree begins (from top to bottom and left to right). The Root itself only has one reference and that is the Blackboard, so it cannot be connected to anything else. It is the tip of the tree, and all subsequent nodes are below it.

If you drag from the Root Node, you will be able to add Composite nodes:

For this, the Behavior Tree Editor is very intuitive. You can keep dragging out from the nodes to add Composite or Tasks nodes. To add a Decorator or a Service, you can right-click on a node and select "Add Decorator..." or "Add Service...", respectively, as shown in the following screenshot:

Finally, if you click on a node, it is possible to choose its parameters in the Details Panel (the following screenshot shows an example of a Move To Node):

主站蜘蛛池模板: 安阳县| 临汾市| 蛟河市| 满城县| 商丘市| 琼中| 邹平县| 乐至县| 江津市| 房山区| 邛崃市| 东山县| 依兰县| 榆树市| 清水河县| 逊克县| 黄大仙区| 普兰店市| 辽源市| 景谷| 达日县| 阳高县| 盐池县| 澄江县| 静安区| 志丹县| 城市| 曲靖市| 屏东市| 禹城市| 乐都县| 临武县| 云浮市| 瑞安市| 图木舒克市| 横峰县| 胶南市| 石城县| 平昌县| 苏尼特左旗| 深圳市|