Add BTState::set_scene_root_hint()
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1e9b321283
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319c5787be
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@ -43,7 +43,7 @@ private:
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UpdateMode update_mode = UpdateMode::PHYSICS;
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UpdateMode update_mode = UpdateMode::PHYSICS;
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bool active = true;
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bool active = true;
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Ref<Blackboard> blackboard;
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Ref<Blackboard> blackboard;
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Node *scene_root_hint;
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Node *scene_root_hint = nullptr;
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Ref<BTInstance> bt_instance;
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Ref<BTInstance> bt_instance;
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@ -37,6 +37,13 @@ void BTState::set_behavior_tree(const Ref<BehaviorTree> &p_tree) {
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_update_blackboard_plan();
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_update_blackboard_plan();
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}
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}
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void BTState::set_scene_root_hint(Node *p_scene_root) {
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ERR_FAIL_NULL_MSG(p_scene_root, "BTState: Failed to set scene root hint - scene root is null.");
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ERR_FAIL_COND_MSG(bt_instance.is_valid(), "BTState: Scene root hint shouldn't be set after initialization. This change will not affect the current behavior tree instance.");
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scene_root_hint = p_scene_root;
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}
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#ifdef DEBUG_ENABLED
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#ifdef DEBUG_ENABLED
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void BTState::_set_monitor_performance(bool p_monitor) {
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void BTState::_set_monitor_performance(bool p_monitor) {
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monitor_performance = p_monitor;
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monitor_performance = p_monitor;
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@ -61,10 +68,10 @@ void BTState::_update_blackboard_plan() {
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void BTState::_setup() {
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void BTState::_setup() {
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LimboState::_setup();
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LimboState::_setup();
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ERR_FAIL_COND_MSG(behavior_tree.is_null(), "BTState: BehaviorTree is not assigned.");
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ERR_FAIL_COND_MSG(behavior_tree.is_null(), "BTState: BehaviorTree is not assigned.");
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Node *scene_root = get_owner();
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Node *scene_root = scene_root_hint ? scene_root_hint : get_owner();
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ERR_FAIL_NULL_MSG(scene_root, "BTState: Initialization failed - can't get scene root (make sure the BTState's owner property is set).");
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ERR_FAIL_NULL_MSG(scene_root, "BTState: Initialization failed - unable to establish scene root. This is likely due to BTState not being owned by a scene node. Check BTState.set_scene_root_hint().");
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bt_instance = behavior_tree->instantiate(get_agent(), get_blackboard(), this);
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bt_instance = behavior_tree->instantiate(get_agent(), get_blackboard(), this);
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ERR_FAIL_COND_MSG(bt_instance.is_null(), "BTState: Initialization failed - can't instantiate behavior tree.");
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ERR_FAIL_COND_MSG(bt_instance.is_null(), "BTState: Initialization failed - failed to instantiate behavior tree.");
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#ifdef DEBUG_ENABLED
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#ifdef DEBUG_ENABLED
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bt_instance->register_with_debugger();
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bt_instance->register_with_debugger();
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@ -137,6 +144,8 @@ void BTState::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_failure_event", "event"), &BTState::set_failure_event);
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ClassDB::bind_method(D_METHOD("set_failure_event", "event"), &BTState::set_failure_event);
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ClassDB::bind_method(D_METHOD("get_failure_event"), &BTState::get_failure_event);
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ClassDB::bind_method(D_METHOD("get_failure_event"), &BTState::get_failure_event);
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ClassDB::bind_method(D_METHOD("set_scene_root_hint", "scene_root"), &BTState::set_scene_root_hint);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "behavior_tree", PROPERTY_HINT_RESOURCE_TYPE, "BehaviorTree"), "set_behavior_tree", "get_behavior_tree");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "behavior_tree", PROPERTY_HINT_RESOURCE_TYPE, "BehaviorTree"), "set_behavior_tree", "get_behavior_tree");
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ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "success_event"), "set_success_event", "get_success_event");
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ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "success_event"), "set_success_event", "get_success_event");
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ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "failure_event"), "set_failure_event", "get_failure_event");
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ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "failure_event"), "set_failure_event", "get_failure_event");
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@ -25,6 +25,7 @@ private:
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Ref<BTInstance> bt_instance;
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Ref<BTInstance> bt_instance;
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StringName success_event;
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StringName success_event;
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StringName failure_event;
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StringName failure_event;
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Node *scene_root_hint = nullptr;
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protected:
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protected:
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static void _bind_methods();
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static void _bind_methods();
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@ -50,6 +51,8 @@ public:
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void set_failure_event(const StringName &p_failure_event) { failure_event = p_failure_event; }
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void set_failure_event(const StringName &p_failure_event) { failure_event = p_failure_event; }
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StringName get_failure_event() const { return failure_event; }
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StringName get_failure_event() const { return failure_event; }
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void set_scene_root_hint(Node *p_node);
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BTState();
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BTState();
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#ifdef DEBUG_ENABLED
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#ifdef DEBUG_ENABLED
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@ -47,9 +47,11 @@ Methods
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.. table::
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.. table::
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:widths: auto
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:widths: auto
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+-------------------------------------+----------------------------------------------------------------------------+
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+-------------------------------------+---------------------------------------------------------------------------------------------------+
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| :ref:`BTInstance<class_BTInstance>` | :ref:`get_bt_instance<class_BTState_method_get_bt_instance>`\ (\ ) |const| |
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| :ref:`BTInstance<class_BTInstance>` | :ref:`get_bt_instance<class_BTState_method_get_bt_instance>`\ (\ ) |const| |
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+-------------------------------------+----------------------------------------------------------------------------+
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+-------------------------------------+---------------------------------------------------------------------------------------------------+
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| |void| | :ref:`set_scene_root_hint<class_BTState_method_set_scene_root_hint>`\ (\ scene_root\: ``Node``\ ) |
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+-------------------------------------+---------------------------------------------------------------------------------------------------+
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.. rst-class:: classref-section-separator
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.. rst-class:: classref-section-separator
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@ -136,6 +138,18 @@ Method Descriptions
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Returns the behavior tree instance.
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Returns the behavior tree instance.
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.. rst-class:: classref-item-separator
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----
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.. _class_BTState_method_set_scene_root_hint:
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.. rst-class:: classref-method
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|void| **set_scene_root_hint**\ (\ scene_root\: ``Node``\ ) :ref:`🔗<class_BTState_method_set_scene_root_hint>`
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Sets the ``Node`` that will be used as the scene root for the newly instantiated behavior tree. Should be called before the state machine is initialized. This is typically useful when creating **BTState** nodes dynamically from code.
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.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
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.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
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.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
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.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
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.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
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.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
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@ -15,6 +15,13 @@
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Returns the behavior tree instance.
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Returns the behavior tree instance.
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</description>
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</description>
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</method>
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</method>
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<method name="set_scene_root_hint">
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<return type="void" />
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<param index="0" name="scene_root" type="Node" />
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<description>
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Sets the [Node] that will be used as the scene root for the newly instantiated behavior tree. Should be called before the state machine is initialized. This is typically useful when creating [BTState] nodes dynamically from code.
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</description>
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</method>
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</methods>
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</methods>
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<members>
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<members>
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<member name="behavior_tree" type="BehaviorTree" setter="set_behavior_tree" getter="get_behavior_tree">
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<member name="behavior_tree" type="BehaviorTree" setter="set_behavior_tree" getter="get_behavior_tree">
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