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feature/in
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7
.aiignore
Normal file
7
.aiignore
Normal file
@ -0,0 +1,7 @@
|
||||
# An .aiignore file follows the same syntax as a .gitignore file.
|
||||
# .gitignore documentation: https://git-scm.com/docs/gitignore
|
||||
# Junie will ask for explicit approval before view or edit the file or file within a directory listed in .aiignore.
|
||||
# Only files contents is protected, Junie is still allowed to view file names even if they are listed in .aiignore.
|
||||
# Be aware that the files you included in .aiignore can still be accessed by Junie in two cases:
|
||||
# - If Brave Mode is turned on.
|
||||
# - If a command has been added to the Allowlist — Junie will not ask for confirmation, even if it accesses - files and folders listed in .aiignore.
|
8
.gitattributes
vendored
8
.gitattributes
vendored
@ -1,6 +1,5 @@
|
||||
# --- 기본 텍스트 파일 정규화 ---
|
||||
* text=auto
|
||||
|
||||
# --- C# 및 스크립트 파일 ---
|
||||
*.cs text diff=csharp
|
||||
*.shader text
|
||||
@ -13,7 +12,7 @@
|
||||
*.meta text merge=union eol=lf
|
||||
*.unity text merge=union eol=lf
|
||||
*.prefab text merge=union eol=lf
|
||||
*.asset text merge=union eol=lf
|
||||
*.asset filter=lfs diff=lfs merge=lfs -text
|
||||
*.mat text merge=union eol=lf
|
||||
*.anim text merge=union eol=lf
|
||||
*.controller text merge=union eol=lf
|
||||
@ -23,6 +22,7 @@
|
||||
*.renderTexture text merge=union eol=lf
|
||||
*.timeline text merge=union eol=lf
|
||||
*.playable text merge=union eol=lf
|
||||
*.spriteatlasv2 text merge=union eol=lf
|
||||
# --- Git LFS 관리 대상 바이너리 파일들 ---
|
||||
# 이미지
|
||||
*.png filter=lfs diff=lfs merge=lfs -text
|
||||
@ -56,7 +56,7 @@
|
||||
*.rar filter=lfs diff=lfs merge=lfs -text
|
||||
# --- 일반 텍스트 파일 ---
|
||||
*.txt text
|
||||
*.json text
|
||||
*.json text eol=lf
|
||||
*.xml text
|
||||
*.yaml text
|
||||
*.yml text
|
||||
@ -70,3 +70,5 @@
|
||||
*.sln text eol=crlf
|
||||
*.csproj text
|
||||
*.asmdef text
|
||||
*.sbs filter=lfs diff=lfs merge=lfs -text
|
||||
*.bytes filter=lfs diff=lfs merge=lfs -text
|
||||
|
16
.gitignore
vendored
16
.gitignore
vendored
@ -90,11 +90,17 @@ Packages/com.distantlands.cozy.core/Samples~/Legacy Integrations/*.unitypackage.
|
||||
|
||||
# End of https://www.toptal.com/developers/gitignore/api/unity
|
||||
|
||||
packages-lock.json
|
||||
# packages-lock.json
|
||||
.vscode
|
||||
|
||||
# Raw 폴더 전체 무시
|
||||
#Assets/_Datas/Raw/
|
||||
|
||||
# 특정 atlas 파일 무시
|
||||
#Assets/_Datas/Addressables/Sprites/Items.spriteatlasv2
|
||||
# Unity SpriteAtlas auto-generated files
|
||||
Assets/_DDD/_Addressables/Sprites/*
|
||||
.autosave/
|
||||
|
||||
Assets/AddressableAssetsData/*
|
||||
|
||||
ProjectSettings/Packages/com.unity.probuilder/Settings.json
|
||||
*.DotSettings
|
||||
.vsconfig
|
||||
.cursorrules
|
||||
|
57
.junie/guidelines.md
Normal file
57
.junie/guidelines.md
Normal file
@ -0,0 +1,57 @@
|
||||
# 프로젝트 가이드라인 — ProjectDDD (Unity)
|
||||
|
||||
이 저장소는 주로 Unity 에디터를 통해 편집 및 실행됩니다. 코드는 Unity의 .NET/Mono 환경을 대상으로 하며, 컴파일은 일반적인 `dotnet` CLI 빌드가 아니라 대개 Unity가 주도합니다.
|
||||
|
||||
## 저장소 레이아웃(상위 수준)
|
||||
- `Assets/` – 게임 콘텐츠와 스크립트. 대부분의 수정은 여기서 이루어집니다.
|
||||
- `Packages/` – Unity 패키지 매니페스트와 임베디드 패키지.
|
||||
- `ProjectSettings/` 및 `UserSettings/` – Unity 설정. 지시가 없는 한 수동으로 수정하지 마십시오.
|
||||
- `Library/`, `Temp/`, `obj/`, `Logs/` – Unity/IDE가 생성. 이 디렉터리는 수정하거나 커밋하지 마십시오.
|
||||
- `ServerData/`, `Docs/` – 프로젝트별 데이터와 문서가 있다면 여기에 있습니다.
|
||||
- 다수의 `*.csproj` 파일 – Rider/IDE 지원을 위한 자동 생성 파일; 특별히 필요하지 않는 한 수동 수정 금지.
|
||||
|
||||
## 이 프로젝트에서 Junie의 작업 방식
|
||||
- 문제를 직접 해결하는 최소하고도 목표 지향적인 코드 변경을 선호합니다.
|
||||
- Unity가 생성한 폴더들(`Library/`, `Temp/`, `obj/`, `Logs/`)이나 패키지 캐시 내용은 수정하지 않습니다.
|
||||
- 새로운 스크립트는 `Assets/` 아래 적절한 도메인 폴더에 배치합니다. `_DDD/_Scripts` 하위의 기존 폴더 규칙을 유지합니다.
|
||||
- `.csproj` 파일은 수정하지 않습니다. Unity가 재생성합니다.
|
||||
- Addressables를 다룰 때는 그룹 설정을 일관되게 유지하고 의도치 않은 대용량 데이터 변경을 커밋하지 않습니다.
|
||||
|
||||
## 빌드, 실행, 테스트
|
||||
- 기본 실행 환경은 Unity Editor/Player입니다. 독립 실행형 단위 테스트가 없을 수 있습니다.
|
||||
- 작업이 명시적으로 요구하지 않는 한 .NET 테스트 러너나 CLI 빌드를 시도하지 말고, 컴파일은 Unity에 맡기십시오.
|
||||
- 코드를 추가할 때는 Unity에서 컴파일 가능한지 확인하십시오(런타임 코드에서 에디터 전용 API 직접 호출 금지, 네임스페이스 올바름, 사용할 수 없는 API 사용 금지).
|
||||
- 본 문서와 같은 순수 문서/설정 작업에서는 빌드가 필요 없습니다.
|
||||
|
||||
## 코딩 및 스타일 가이드(C#/Unity)
|
||||
- 표준 C# 컨벤션을 따르십시오: 공용 타입과 멤버는 PascalCase, 지역 변수와 매개변수는 camelCase.
|
||||
- private 직렬화 필드는 `[SerializeField] private Type _fieldName;` 형태를 선호하고, 필요 시 프로퍼티로 노출하십시오.
|
||||
- Unity API 호출은 메인 스레드에서 수행하십시오. `Update`/`FixedUpdate` 내부의 과도한 할당을 피하십시오.
|
||||
- `async`/`await`는 신중하게 사용하십시오. 대부분의 엔진 API 호출에는 Unity 메인 스레드 동기화가 필요합니다.
|
||||
- 거대한 모놀리식 구조보다 작은, 역할에 집중된 컴포넌트 구성을 선호합니다. 프로젝트의 DDD 경계를 준수하십시오.
|
||||
- null 체크와 가드 절을 추가하고, 개발 빌드에서는 명확한 메시지와 함께 빠르게 실패하도록 하십시오.
|
||||
- 코드는 간결하게 유지하십시오.
|
||||
- 예외처리 및 로깅은 반드시 필요한 곳에만 적용하십시오.
|
||||
|
||||
## Addressables 및 리소스
|
||||
- `Addressables.LoadAssetAsync<T>`로 로드하고, 사용 후 핸들을 해제하여 누수를 방지하십시오.
|
||||
- 일반 게임 플레이 코드에서 Addressable 그룹을 프로그래밍적으로 수정하지 마십시오. 그룹/라벨 변경은 명시적으로 필요하지 않는 한 에디터에서 수행하십시오.
|
||||
|
||||
## 수정 금지(명시적 지시가 없는 한)
|
||||
- `Library/`, `Temp/`, `obj/`, `Logs/`, 그리고 `Library/PackageCache/` 아래의 Unity 패키지 캐시.
|
||||
- 루트의 자동 생성 `*.csproj` 파일.
|
||||
- 작업과 무관한 대용량 바이너리 에셋.
|
||||
|
||||
## 자동화 작업의 완료 정의
|
||||
- 이슈를 완전히 충족하는 최소 변경을 제공합니다.
|
||||
- 각 응답에 계획, 진행 상황, 다음 단계를 포함한 `<UPDATE>`를 포함합니다.
|
||||
- 코드가 변경되었다면, 에지 케이스를 고려하고 런타임 경로에서 에디터 전용 API 사용을 피하십시오.
|
||||
- 제출 전에 의도치 않은 파일(특히 생성 디렉터리와 Addressable 그룹)이 수정되지 않았는지 확인하십시오.
|
||||
|
||||
## 깃
|
||||
- 깃 커밋 시, 한국어로 커밋 메시지를 작성합니다.
|
||||
- 깃 커밋 메시지는 간결하고 핵심 정보만 포함해야 합니다.
|
||||
- 사용자의 명시적인 요청 없이 변경 내용을 커밋하지 않습니다.
|
||||
|
||||
## 계획 및 추론
|
||||
- 계획, 실행 및 추론 내용을 한국어로 사용자에게 표시합니다.
|
@ -1,6 +0,0 @@
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using UnityEditor;
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using BehaviorDesigner.Runtime;
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namespace BehaviorDesigner.Editor
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{
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[CustomEditor(typeof(BehaviorTree))]
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public class BehaviorTreeInspector : BehaviorInspector
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{
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using UnityEngine;
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using UnityEditor;
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using BehaviorDesigner.Runtime;
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namespace BehaviorDesigner.Editor
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{
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[CustomEditor(typeof(ExternalBehaviorTree))]
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public class ExternalBehaviorTreeInspector : ExternalBehaviorInspector
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fixed4 frag(v2f_img i) : Color {
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using UnityEngine;
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using UnityEditor;
|
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using BehaviorDesigner.Runtime;
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using BehaviorDesigner.Runtime.ObjectDrawers;
|
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|
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namespace BehaviorDesigner.Editor.ObjectDrawers
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{
|
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[CustomObjectDrawer(typeof(FloatSliderAttribute))]
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public class FloatSliderDrawer : ObjectDrawer
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{
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public override void OnGUI(GUIContent label)
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{
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var floatSliderAttribute = (FloatSliderAttribute)attribute;
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if (value is SharedFloat) {
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var sharedFloat = value as SharedFloat;
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sharedFloat.Value = EditorGUILayout.Slider(label, sharedFloat.Value, floatSliderAttribute.min, floatSliderAttribute.max);
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} else {
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value = EditorGUILayout.Slider(label, (float)value, floatSliderAttribute.min, floatSliderAttribute.max);
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}
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}
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|
||||
serializedVersion: 1
|
||||
productId: 15277
|
||||
packageName: Behavior Designer - Behavior Trees for Everyone
|
||||
packageVersion: 1.7.12
|
||||
assetPath: Assets/Behavior Designer/Editor/Object Drawers/FloatSliderDrawer.cs
|
||||
uploadId: 732694
|
@ -1,22 +0,0 @@
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using BehaviorDesigner.Runtime;
|
||||
using BehaviorDesigner.Runtime.ObjectDrawers;
|
||||
|
||||
namespace BehaviorDesigner.Editor.ObjectDrawers
|
||||
{
|
||||
[CustomObjectDrawer(typeof(IntSliderAttribute))]
|
||||
public class IntSliderDrawer : ObjectDrawer
|
||||
{
|
||||
public override void OnGUI(GUIContent label)
|
||||
{
|
||||
var intSliderAttribute = (IntSliderAttribute)attribute;
|
||||
if (value is SharedInt) {
|
||||
var sharedFloat = value as SharedInt;
|
||||
sharedFloat.Value = EditorGUILayout.IntSlider(label, sharedFloat.Value, intSliderAttribute.min, intSliderAttribute.max);
|
||||
} else {
|
||||
value = EditorGUILayout.IntSlider(label, (int)value, intSliderAttribute.min, intSliderAttribute.max);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -1,15 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ed5dac524fa5f61468bb6ca49a556b3b
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 15277
|
||||
packageName: Behavior Designer - Behavior Trees for Everyone
|
||||
packageVersion: 1.7.12
|
||||
assetPath: Assets/Behavior Designer/Editor/Object Drawers/IntSliderDrawer.cs
|
||||
uploadId: 732694
|
@ -1,146 +0,0 @@
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using UnityEditorInternal;
|
||||
using BehaviorDesigner.Runtime.Tasks;
|
||||
using System;
|
||||
using System.Reflection;
|
||||
|
||||
using Action = BehaviorDesigner.Runtime.Tasks.Action;
|
||||
|
||||
namespace BehaviorDesigner.Editor.ObjectDrawers
|
||||
{
|
||||
[CustomObjectDrawer(typeof(StackedAction))]
|
||||
public class StackedActionDrawer : ObjectDrawer
|
||||
{
|
||||
private ReorderableList reorderableList;
|
||||
private StackedAction lastStackedAction;
|
||||
|
||||
public override void OnGUI(GUIContent label)
|
||||
{
|
||||
var stackedAction = task as StackedAction;
|
||||
|
||||
stackedAction.comparisonType = (StackedAction.ComparisonType)FieldInspector.DrawField(stackedAction,
|
||||
new GUIContent("Comparison Type", "Specifies if the tasks should be traversed with an AND (Sequence) or an OR (Selector)."),
|
||||
stackedAction.GetType().GetField("comparisonType", BindingFlags.Instance | BindingFlags.Public),
|
||||
stackedAction.comparisonType);
|
||||
|
||||
stackedAction.graphLabel = (bool)FieldInspector.DrawField(stackedAction,
|
||||
new GUIContent("Graph Label", "Should the tasks be labeled within te graph?"),
|
||||
stackedAction.GetType().GetField("graphLabel", BindingFlags.Instance | BindingFlags.Public),
|
||||
stackedAction.graphLabel);
|
||||
|
||||
if (stackedAction.actions == null) {
|
||||
stackedAction.actions = new Action[0];
|
||||
}
|
||||
|
||||
if (reorderableList == null) {
|
||||
reorderableList = new ReorderableList(stackedAction.actions, typeof(Action), true, true, true, true);
|
||||
reorderableList.drawHeaderCallback += (Rect rect) =>
|
||||
{
|
||||
EditorGUI.LabelField(rect, "Actions");
|
||||
};
|
||||
reorderableList.onAddDropdownCallback += OnAddDropdownCallback;
|
||||
reorderableList.drawElementCallback += OnDrawElementCallback;
|
||||
reorderableList.onReorderCallback += OnReorderCallback;
|
||||
reorderableList.onSelectCallback += OnSelectCallback;
|
||||
reorderableList.onCanRemoveCallback += OnCanRemoveCallback;
|
||||
reorderableList.onRemoveCallback += OnRemoveCallback;
|
||||
}
|
||||
if (stackedAction != lastStackedAction) {
|
||||
lastStackedAction = stackedAction;
|
||||
var index = EditorPrefs.GetInt("BehaviorDesigner.StackedAction." + stackedAction.ID, -1);
|
||||
if (index < stackedAction.actions.Length) {
|
||||
reorderableList.index = index;
|
||||
}
|
||||
}
|
||||
if (reorderableList.index == -1 && stackedAction.actions.Length > 0) {
|
||||
reorderableList.index = 0;
|
||||
}
|
||||
reorderableList.DoLayoutList();
|
||||
|
||||
if (reorderableList.index >= 0 && stackedAction.actions != null && reorderableList.index < stackedAction.actions.Length) {
|
||||
var selectedAction = stackedAction.actions[reorderableList.index];
|
||||
EditorGUILayout.LabelField(selectedAction.GetType().Name, BehaviorDesignerUtility.BoldLabelGUIStyle);
|
||||
FieldInspector.DrawFields(selectedAction, selectedAction);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnAddDropdownCallback(Rect buttonRect, ReorderableList list)
|
||||
{
|
||||
var addMenu = new GenericMenu();
|
||||
BehaviorDesignerWindow.instance.TaskList.AddTaskTypesToMenu(0, ref addMenu, null, typeof(StackedAction), string.Empty, false, OnAddTask);
|
||||
addMenu.ShowAsContext();
|
||||
}
|
||||
|
||||
private void OnAddTask(object obj)
|
||||
{
|
||||
var stackedAction = task as StackedAction;
|
||||
var actions = stackedAction.actions;
|
||||
Array.Resize(ref actions, actions.Length + 1);
|
||||
var taskType = obj as Type;
|
||||
actions[actions.Length - 1] = Activator.CreateInstance(taskType) as Action;
|
||||
reorderableList.list = stackedAction.actions = actions;
|
||||
reorderableList.index = actions.Length - 1;
|
||||
BehaviorDesignerWindow.instance.SaveBehavior();
|
||||
}
|
||||
|
||||
private void OnDrawElementCallback(Rect rect, int index, bool isActive, bool isFocused)
|
||||
{
|
||||
var stackedAction = task as StackedAction;
|
||||
if (stackedAction.actions == null || index >= stackedAction.actions.Length || stackedAction.actions[index] == null) {
|
||||
if (stackedAction.actions != null && index < stackedAction.actions.Length) {
|
||||
var actions = stackedAction.actions;
|
||||
ArrayUtility.RemoveAt(ref actions, index);
|
||||
reorderableList.list = stackedAction.actions = actions;
|
||||
BehaviorDesignerWindow.instance.SaveBehavior();
|
||||
}
|
||||
return;
|
||||
}
|
||||
EditorGUI.LabelField(rect, stackedAction.actions[index].GetType().Name);
|
||||
if (stackedAction.actions[index].NodeData == null || stackedAction.NodeData == null || !Application.isPlaying) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (stackedAction.actions[index].NodeData.ExecutionStatus == TaskStatus.Success || stackedAction.actions[index].NodeData.ExecutionStatus == TaskStatus.Failure) {
|
||||
Texture2D texture;
|
||||
if (stackedAction.NodeData.IsReevaluating) {
|
||||
texture = stackedAction.actions[index].NodeData.ExecutionStatus == TaskStatus.Failure ? BehaviorDesignerUtility.ExecutionFailureRepeatTexture : BehaviorDesignerUtility.ExecutionSuccessRepeatTexture;
|
||||
} else {
|
||||
texture = stackedAction.actions[index].NodeData.ExecutionStatus == TaskStatus.Failure ? BehaviorDesignerUtility.ExecutionFailureTexture : BehaviorDesignerUtility.ExecutionSuccessTexture;
|
||||
}
|
||||
rect.x = rect.width + 8;
|
||||
rect.width = rect.height = 16;
|
||||
GUI.DrawTexture(rect, texture);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnReorderCallback(ReorderableList list)
|
||||
{
|
||||
var stackedActions = task as StackedAction;
|
||||
stackedActions.actions = (Action[])list.list;
|
||||
BehaviorDesignerWindow.instance.SaveBehavior();
|
||||
}
|
||||
|
||||
private void OnSelectCallback(ReorderableList list)
|
||||
{
|
||||
EditorPrefs.SetInt("BehaviorDesigner.StackedAction." + task.ID, list.index);
|
||||
}
|
||||
|
||||
private bool OnCanRemoveCallback(ReorderableList list)
|
||||
{
|
||||
var stackedActions = task as StackedAction;
|
||||
return stackedActions.actions != null && stackedActions.actions.Length > 0;
|
||||
}
|
||||
|
||||
private void OnRemoveCallback(ReorderableList list)
|
||||
{
|
||||
var stackedAction = task as StackedAction;
|
||||
var actions = stackedAction.actions;
|
||||
ArrayUtility.RemoveAt(ref actions, list.index);
|
||||
reorderableList.list = stackedAction.actions = actions;
|
||||
BehaviorDesignerWindow.instance.SaveBehavior();
|
||||
|
||||
reorderableList.index -= 1;
|
||||
}
|
||||
}
|
||||
}
|
@ -1,18 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2dda1c5bd0726be428a9210c793769d7
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 15277
|
||||
packageName: Behavior Designer - Behavior Trees for Everyone
|
||||
packageVersion: 1.7.12
|
||||
assetPath: Assets/Behavior Designer/Editor/Object Drawers/StackedActionDrawer.cs
|
||||
uploadId: 732694
|
@ -1,144 +0,0 @@
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using UnityEditorInternal;
|
||||
using BehaviorDesigner.Runtime.Tasks;
|
||||
using System;
|
||||
using System.Reflection;
|
||||
|
||||
namespace BehaviorDesigner.Editor.ObjectDrawers
|
||||
{
|
||||
[CustomObjectDrawer(typeof(StackedConditional))]
|
||||
public class StackedConditionalDrawer : ObjectDrawer
|
||||
{
|
||||
private ReorderableList reorderableList;
|
||||
private StackedConditional lastStackedConditional;
|
||||
|
||||
public override void OnGUI(GUIContent label)
|
||||
{
|
||||
var stackedConditional = task as StackedConditional;
|
||||
|
||||
stackedConditional.comparisonType = (StackedConditional.ComparisonType)FieldInspector.DrawField(stackedConditional,
|
||||
new GUIContent("Comparison Type", "Specifies if the tasks should be traversed with an AND (Sequence) or an OR (Selector)."),
|
||||
stackedConditional.GetType().GetField("comparisonType", BindingFlags.Instance | BindingFlags.Public),
|
||||
stackedConditional.comparisonType);
|
||||
|
||||
stackedConditional.graphLabel = (bool)FieldInspector.DrawField(stackedConditional,
|
||||
new GUIContent("Graph Label", "Should the tasks be labeled within te graph?"),
|
||||
stackedConditional.GetType().GetField("graphLabel", BindingFlags.Instance | BindingFlags.Public),
|
||||
stackedConditional.graphLabel);
|
||||
|
||||
if (stackedConditional.conditionals == null) {
|
||||
stackedConditional.conditionals = new Conditional[0];
|
||||
}
|
||||
|
||||
if (reorderableList == null) {
|
||||
reorderableList = new ReorderableList(stackedConditional.conditionals, typeof(Conditional), true, true, true, true);
|
||||
reorderableList.drawHeaderCallback += (Rect rect) =>
|
||||
{
|
||||
EditorGUI.LabelField(rect, "Conditionals");
|
||||
};
|
||||
reorderableList.onAddDropdownCallback += OnAddDropdownCallback;
|
||||
reorderableList.drawElementCallback += OnDrawElementCallback;
|
||||
reorderableList.onReorderCallback += OnReorderCallback;
|
||||
reorderableList.onSelectCallback += OnSelectCallback;
|
||||
reorderableList.onCanRemoveCallback += OnCanRemoveCallback;
|
||||
reorderableList.onRemoveCallback += OnRemoveCallback;
|
||||
}
|
||||
if (stackedConditional != lastStackedConditional) {
|
||||
lastStackedConditional = stackedConditional;
|
||||
var index = EditorPrefs.GetInt("BehaviorDesigner.StackedConditional." + stackedConditional.ID, -1);
|
||||
if (index < stackedConditional.conditionals.Length) {
|
||||
reorderableList.index = index;
|
||||
}
|
||||
}
|
||||
if (reorderableList.index == -1 && stackedConditional.conditionals.Length > 0) {
|
||||
reorderableList.index = 0;
|
||||
}
|
||||
reorderableList.DoLayoutList();
|
||||
|
||||
if (reorderableList.index >= 0 && stackedConditional.conditionals != null && reorderableList.index < stackedConditional.conditionals.Length) {
|
||||
var selectedConditional = stackedConditional.conditionals[reorderableList.index];
|
||||
EditorGUILayout.LabelField(selectedConditional.GetType().Name, BehaviorDesignerUtility.BoldLabelGUIStyle);
|
||||
FieldInspector.DrawFields(selectedConditional, selectedConditional);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnAddDropdownCallback(Rect buttonRect, ReorderableList list)
|
||||
{
|
||||
var addMenu = new GenericMenu();
|
||||
BehaviorDesignerWindow.instance.TaskList.AddTaskTypesToMenu(2, ref addMenu, null, typeof(StackedConditional), string.Empty, false, OnAddTask);
|
||||
addMenu.ShowAsContext();
|
||||
}
|
||||
|
||||
private void OnAddTask(object obj)
|
||||
{
|
||||
var stackedConditional = task as StackedConditional;
|
||||
var conditionals = stackedConditional.conditionals;
|
||||
Array.Resize(ref conditionals, conditionals.Length + 1);
|
||||
var taskType = obj as Type;
|
||||
conditionals[conditionals.Length - 1] = Activator.CreateInstance(taskType) as Conditional;
|
||||
reorderableList.list = stackedConditional.conditionals = conditionals;
|
||||
reorderableList.index = conditionals.Length - 1;
|
||||
BehaviorDesignerWindow.instance.SaveBehavior();
|
||||
}
|
||||
|
||||
private void OnDrawElementCallback(Rect rect, int index, bool isActive, bool isFocused)
|
||||
{
|
||||
var stackedConditional = task as StackedConditional;
|
||||
if (stackedConditional.conditionals == null || index >= stackedConditional.conditionals.Length || stackedConditional.conditionals[index] == null) {
|
||||
if (stackedConditional.conditionals != null && index < stackedConditional.conditionals.Length) {
|
||||
var conditionals = stackedConditional.conditionals;
|
||||
ArrayUtility.RemoveAt(ref conditionals, index);
|
||||
reorderableList.list = stackedConditional.conditionals = conditionals;
|
||||
BehaviorDesignerWindow.instance.SaveBehavior();
|
||||
}
|
||||
return;
|
||||
}
|
||||
EditorGUI.LabelField(rect, stackedConditional.conditionals[index].GetType().Name);
|
||||
if (stackedConditional.conditionals[index].NodeData == null || stackedConditional.NodeData == null || !Application.isPlaying) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (stackedConditional.conditionals[index].NodeData.ExecutionStatus == TaskStatus.Success || stackedConditional.conditionals[index].NodeData.ExecutionStatus == TaskStatus.Failure) {
|
||||
Texture2D texture;
|
||||
if (stackedConditional.NodeData.IsReevaluating) {
|
||||
texture = stackedConditional.conditionals[index].NodeData.ExecutionStatus == TaskStatus.Failure ? BehaviorDesignerUtility.ExecutionFailureRepeatTexture : BehaviorDesignerUtility.ExecutionSuccessRepeatTexture;
|
||||
} else {
|
||||
texture = stackedConditional.conditionals[index].NodeData.ExecutionStatus == TaskStatus.Failure ? BehaviorDesignerUtility.ExecutionFailureTexture : BehaviorDesignerUtility.ExecutionSuccessTexture;
|
||||
}
|
||||
rect.x = rect.width + 8;
|
||||
rect.width = rect.height = 16;
|
||||
GUI.DrawTexture(rect, texture);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnReorderCallback(ReorderableList list)
|
||||
{
|
||||
var stackedConditionals = task as StackedConditional;
|
||||
stackedConditionals.conditionals = (Conditional[])list.list;
|
||||
BehaviorDesignerWindow.instance.SaveBehavior();
|
||||
}
|
||||
|
||||
private void OnSelectCallback(ReorderableList list)
|
||||
{
|
||||
EditorPrefs.SetInt("BehaviorDesigner.StackedConditional." + task.ID, list.index);
|
||||
}
|
||||
|
||||
private bool OnCanRemoveCallback(ReorderableList list)
|
||||
{
|
||||
var stackedConditionals = task as StackedConditional;
|
||||
return stackedConditionals.conditionals != null && stackedConditionals.conditionals.Length > 0;
|
||||
}
|
||||
|
||||
private void OnRemoveCallback(ReorderableList list)
|
||||
{
|
||||
var stackedConditional = task as StackedConditional;
|
||||
var conditionals = stackedConditional.conditionals;
|
||||
ArrayUtility.RemoveAt(ref conditionals, list.index);
|
||||
reorderableList.list = stackedConditional.conditionals = conditionals;
|
||||
BehaviorDesignerWindow.instance.SaveBehavior();
|
||||
|
||||
reorderableList.index -= 1;
|
||||
}
|
||||
}
|
||||
}
|
@ -1,18 +0,0 @@
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packageName: Behavior Designer - Behavior Trees for Everyone
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|
||||
uploadId: 732694
|
@ -1,11 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace BehaviorDesigner.Runtime
|
||||
{
|
||||
// Wrapper for the Behavior class
|
||||
[AddComponentMenu("Behavior Designer/Behavior Tree")]
|
||||
public class BehaviorTree : Behavior
|
||||
{
|
||||
// intentionally left blank
|
||||
}
|
||||
}
|
@ -1,14 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8d7b55c7ecdb49a4a89fa5e6f9022861
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {fileID: 2800000, guid: 5b5f458971c6fd5459c51a7b8079bc3b, type: 3}
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 15277
|
||||
packageName: Behavior Designer - Behavior Trees for Everyone
|
||||
packageVersion: 1.7.12
|
||||
assetPath: Assets/Behavior Designer/Runtime/BehaviorTree.cs
|
||||
uploadId: 732694
|
@ -1,8 +0,0 @@
|
||||
namespace BehaviorDesigner.Runtime
|
||||
{
|
||||
[System.Serializable]
|
||||
public class ExternalBehaviorTree : ExternalBehavior
|
||||
{
|
||||
// intentionally left blank
|
||||
}
|
||||
}
|
@ -1,15 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b23f08d2ae4cba14087c1ed36193d82b
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {fileID: 2800000, guid: 5b5f458971c6fd5459c51a7b8079bc3b, type: 3}
|
||||
userData:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 15277
|
||||
packageName: Behavior Designer - Behavior Trees for Everyone
|
||||
packageVersion: 1.7.12
|
||||
assetPath: Assets/Behavior Designer/Runtime/ExternalBehaviorTree.cs
|
||||
uploadId: 732694
|
@ -1,5 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 29d0d8866b4fa984bbc7dbf5d988ebcc
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
userData:
|
@ -1,16 +0,0 @@
|
||||
using BehaviorDesigner.Runtime.Tasks;
|
||||
|
||||
namespace BehaviorDesigner.Runtime.ObjectDrawers
|
||||
{
|
||||
public class FloatSliderAttribute : ObjectDrawerAttribute
|
||||
{
|
||||
public float min;
|
||||
public float max;
|
||||
|
||||
public FloatSliderAttribute(float min, float max)
|
||||
{
|
||||
this.min = min;
|
||||
this.max = max;
|
||||
}
|
||||
}
|
||||
}
|
@ -1,15 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 92948bfcff9a1fc48834935ebb0dbdcb
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 15277
|
||||
packageName: Behavior Designer - Behavior Trees for Everyone
|
||||
packageVersion: 1.7.12
|
||||
assetPath: Assets/Behavior Designer/Runtime/Object Drawers/FloatSliderAttribute.cs
|
||||
uploadId: 732694
|
@ -1,16 +0,0 @@
|
||||
using BehaviorDesigner.Runtime.Tasks;
|
||||
|
||||
namespace BehaviorDesigner.Runtime.ObjectDrawers
|
||||
{
|
||||
public class IntSliderAttribute : ObjectDrawerAttribute
|
||||
{
|
||||
public int min;
|
||||
public int max;
|
||||
|
||||
public IntSliderAttribute(int min, int max)
|
||||
{
|
||||
this.min = min;
|
||||
this.max = max;
|
||||
}
|
||||
}
|
||||
}
|
Some files were not shown because too many files have changed in this diff Show More
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Reference in New Issue
Block a user