69 lines
1.9 KiB
C++
69 lines
1.9 KiB
C++
/* bt_player.h */
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#ifndef BT_PLAYER_H
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#define BT_PLAYER_H
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#include "behavior_tree.h"
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#include "bt_task.h"
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#include "core/object/object.h"
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#include "modules/limboai/blackboard.h"
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#include "scene/main/node.h"
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class BTPlayer : public Node {
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GDCLASS(BTPlayer, Node);
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public:
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enum UpdateMode : unsigned int {
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IDLE, // automatically call update() during NOTIFICATION_PROCESS
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PHYSICS, //# automatically call update() during NOTIFICATION_PHYSICS
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MANUAL, // manually update state machine, user must call update(delta)
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};
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private:
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Ref<BehaviorTree> behavior_tree;
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UpdateMode update_mode = UpdateMode::IDLE;
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bool active = false;
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bool auto_restart = false;
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Ref<Blackboard> blackboard;
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bool prefetch_nodepath_vars = true;
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Ref<BehaviorTree> _loaded_tree;
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Ref<BTTask> _root_task;
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void _load_tree();
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protected:
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static void _bind_methods();
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void _set_blackboard_data(Dictionary p_value) { blackboard->set_data(p_value.duplicate()); }
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Dictionary _get_blackboard_data() const { return blackboard->get_data(); }
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void _notification(int p_notification);
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public:
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void set_behavior_tree(const Ref<BehaviorTree> &p_tree);
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Ref<BehaviorTree> get_behavior_tree() const { return behavior_tree; };
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void set_update_mode(UpdateMode p_mode);
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UpdateMode get_update_mode() const { return update_mode; }
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void set_active(bool p_active);
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bool get_active() const { return active; }
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void set_auto_restart(bool p_value) { auto_restart = p_value; }
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bool get_auto_restart() const { return auto_restart; }
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Ref<Blackboard> get_blackboard() const { return blackboard; }
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void set_blackboard(const Ref<Blackboard> &p_blackboard) { blackboard = p_blackboard; }
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void set_prefetch_nodepath_vars(bool p_value) { prefetch_nodepath_vars = p_value; }
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bool get_prefetch_nodepath_vars() const { return prefetch_nodepath_vars; }
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void update(float p_delta);
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void restart();
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BTPlayer();
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~BTPlayer();
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};
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#endif // BT_PLAYER_H
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