behavior3行为树
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{
"version": "0.3.0",
"scope": "project",
"selectedTree": "1bbac5e1-753c-4f30-8fef-6db07a54746a",
"trees": [
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"scope": "tree",
"id": "9da29574-2f80-4d31-98ba-eafd8a29b6bc",
"title": "巡逻兵巡逻逻辑",
"description": "",
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"properties": {},
"nodes": {
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"name": "MemSequence",
"category": "composite",
"title": "MemSequence",
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"properties": {},
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},
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"category": "decorator",
"title": "Inverter",
"description": "",
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},
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},
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"name": "action_move_grid",
"category": "action",
"title": "移动一格",
"description": "action_move_grid\n移动一格\n返回:SUCCESS",
"properties": {},
"display": {
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"y": 72
}
},
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},
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"name": "cond_is_dest",
"category": "condition",
"title": "到达终点",
"description": "cond_is_dest\n判断是否到达终点\n是:SUCCESS\n否:FAILURE",
"properties": {},
"display": {
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}
},
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"category": "action",
"title": "Runner",
"description": "",
"properties": {},
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}
},
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"name": "action_finish",
"category": "action",
"title": "游戏<is_win>",
"description": "action_finish\n游戏结束,根据is_win属性打印结果\n打印结果,结束行为树运行\n返回:SUCCESS",
"properties": {
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},
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}
},
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"name": "action_collect_dest_path",
"category": "action",
"title": "收集终点路径",
"description": "action_collect_dest_path\n收集终点路径\n返回:SUCCESS",
"properties": {},
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}
},
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},
{
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},
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"name": "cond_is_idle",
"category": "condition",
"title": "是空闲状态",
"description": "cond_is_idle\n判断是否处于空闲状态\n是:SUCCESS\n否:FAILURE",
"properties": {},
"display": {
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}
},
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},
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},
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"name": "action_become_patrolling",
"category": "action",
"title": "变为巡逻状态",
"description": "action_become_patrolling\n变为巡逻状态\n返回:SUCCESS",
"properties": {},
"display": {
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}
},
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"title": "巡逻兵巡逻逻辑",
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"properties": {},
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}
},
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"name": "Inverter",
"category": "decorator",
"title": "Inverter",
"description": "",
"properties": {},
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},
"child": "7631d5cb-0820-42e6-a3fa-c7a368f71312"
},
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"name": "cond_is_patrolling",
"category": "condition",
"title": "是巡逻状态",
"description": "cond_is_patrolling\n判断是否处于巡逻状态\n是:SUCCESS\n否:FAILURE",
"properties": {},
"display": {
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}
},
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"category": "composite",
"title": "Sequence",
"description": "",
"properties": {},
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},
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"name": "cond_is_attacking",
"category": "condition",
"title": "是攻击状态",
"description": "cond_is_attacking\n判断是否处于攻击状态\n是:SUCCESS\n否:FAILURE",
"properties": {},
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}
},
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"name": "a62217c8-655c-4266-9405-4ffcdbb4360d",
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"title": "巡逻兵恢复逻辑",
"description": "",
"properties": {},
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}
},
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"category": "composite",
"title": "Sequence",
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"properties": {},
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"name": "cond_is_recovering",
"category": "condition",
"title": "是恢复状态",
"description": "cond_is_recovering\n判断是否处于恢复状态\n是:SUCCESS\n否:FAILURE",
"properties": {},
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}
},
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},
{
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"id": "b7eea887-72c9-4462-8d74-83c13ac82fba",
"title": "巡逻兵攻击逻辑",
"description": "",
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"title": "Sequence",
"description": "",
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},
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"name": "Inverter",
"category": "decorator",
"title": "Inverter",
"description": "",
"properties": {},
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},
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},
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"properties": {},
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},
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"name": "Priority",
"category": "composite",
"title": "Priority",
"description": "",
"properties": {},
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},
"children": [
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},
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"name": "Sequence",
"category": "composite",
"title": "Sequence",
"description": "",
"properties": {},
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},
"children": [
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},
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"name": "Sequence",
"category": "composite",
"title": "Sequence",
"description": "",
"properties": {},
"display": {
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},
"children": [
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]
},
"5c75bd99-3249-448d-8a09-2127d91a1c12": {
"id": "5c75bd99-3249-448d-8a09-2127d91a1c12",
"name": "action_become_idle",
"category": "action",
"title": "变为空闲状态",
"description": "action_become_idle\n变为空闲状态\n返回:SUCCESS",
"properties": {},
"display": {
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"y": -36
}
},
"45ef4736-d23e-4572-b774-f7376813781c": {
"id": "45ef4736-d23e-4572-b774-f7376813781c",
"name": "cond_is_rage_full",
"category": "condition",
"title": "怒气值已满",
"description": "cond_is_rage_full\n判断怒气值是否已满\n已满:SUCCESS\n未满:FAILURE",
"properties": {},
"display": {
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"y": 48
}
},
"44f08768-4f25-448d-b19c-1fb41c326c68": {
"id": "44f08768-4f25-448d-b19c-1fb41c326c68",
"name": "action_cost_rage",
"category": "action",
"title": "扣除<cost_rage>怒气",
"description": "action_cost_rage\n扣除怒气\n根据cost_rage扣除相应怒气,结果大于等于0\n返回:SUCCESS",
"properties": {
"cost_rage": 100
},
"display": {
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"y": 228
}
},
"08a08a9c-2867-4824-805a-d7ad1c2a4425": {
"id": "08a08a9c-2867-4824-805a-d7ad1c2a4425",
"name": "cond_is_target_died",
"category": "condition",
"title": "目标死亡",
"description": "cond_is_target_died\n判断目标是否死亡\n死亡:SUCCESS\n未死亡:FAILURE",
"properties": {},
"display": {
"x": 828,
"y": -384
}
},
"604d7780-7012-4175-88b1-7b5c110132ea": {
"id": "604d7780-7012-4175-88b1-7b5c110132ea",
"name": "action_add_rage",
"category": "action",
"title": "增加<add_rage>怒气",
"description": "action_add_rage\n增加怒气\n根据add_rage增加相应怒气,结果小于等于100\n返回:SUCCESS",
"properties": {
"add_rage": 10
},
"display": {
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"y": 408
}
},
"d7bf8a85-e2a4-48d0-807b-c8b4ff0eb85e": {
"id": "d7bf8a85-e2a4-48d0-807b-c8b4ff0eb85e",
"name": "cond_power_lt",
"category": "condition",
"title": "体力小于<power>",
"description": "cond_power_lt\n判断体力是否小于某值\n是:SUCCESS\n否:FAILURE",
"properties": {
"power": 50
},
"display": {
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"y": -216
}
},
"f80a69a0-3eca-43a7-8a0f-8bf62e459d9e": {
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"name": "Sequence",
"category": "composite",
"title": "Sequence",
"description": "",
"properties": {},
"display": {
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},
"children": [
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},
"835e8a59-65c5-4dcf-a9c0-69cb36cb5b82": {
"id": "835e8a59-65c5-4dcf-a9c0-69cb36cb5b82",
"name": "action_become_recovering",
"category": "action",
"title": "变为恢复状态",
"description": "action_become_recovering\n变为恢复状态\n返回:SUCCESS",
"properties": {},
"display": {
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"y": -120
}
},
"79eb3e34-df1e-45f4-8f9a-6ad572e693cf": {
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"name": "Priority",
"category": "composite",
"title": "Priority",
"description": "",
"properties": {},
"display": {
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},
"children": [
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]
},
"8fe84e26-7b19-4e75-82dc-3a9c7de38a88": {
"id": "8fe84e26-7b19-4e75-82dc-3a9c7de38a88",
"name": "action_skill_attack",
"category": "action",
"title": "技能攻击",
"description": "action_skill_attack\n技能攻击\nskill_type : 普通攻击,技能攻击\n 随机伤害值 RAND(min_power ,max_power) * RAND(min_rate, max_rate)\n返回:SUCCESS",
"properties": {
"min_power": 5,
"max_power": 10,
"min_rate": 3,
"max_rate": 4,
"skill_type": "爆头"
},
"display": {
"x": 828,
"y": 144
}
},
"9af19bbe-1c42-4553-9db6-cb4be8901a98": {
"id": "9af19bbe-1c42-4553-9db6-cb4be8901a98",
"name": "action_skill_attack",
"category": "action",
"title": "技能攻击",
"description": "action_skill_attack\n技能攻击\nskill_type : 普通攻击,技能攻击\n 随机伤害值 RAND(min_power ,max_power) * RAND(min_rate, max_rate)\n返回:SUCCESS",
"properties": {
"min_power": 5,
"max_power": 10,
"min_rate": 1,
"max_rate": 2,
"skill_type": "平砍"
},
"display": {
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"y": 312
}
},
"9136ce4c-e2f2-41de-89a7-234543ebf7d8": {
"id": "9136ce4c-e2f2-41de-89a7-234543ebf7d8",
"name": "action_del_dead_target",
"category": "action",
"title": "删除死亡目标",
"description": "action_del_dead_target\n删除死亡目标\n删除rival_list中第一个目标\n返回:SUCCESS",
"properties": {},
"display": {
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"y": -300
}
}
},
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},
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"description": "action_become_attacking\n变为攻击状态\n返回:SUCCESS",
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},
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}
},
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{
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},
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{
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},
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"category": "action",
"title": "移动一格",
"description": "action_move_grid\n移动一格\n返回:SUCCESS",
"properties": {},
"display": {
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"y": 132
}
},
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"properties": {},
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},
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},
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"name": "cond_is_dest",
"category": "condition",
"title": "到达终点",
"description": "cond_is_dest\n判断是否到达终点\n是:SUCCESS\n否:FAILURE",
"properties": {},
"display": {
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}
},
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"properties": {},
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},
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"category": "action",
"title": "收集巡逻路径",
"description": "action_collect_path\n收集巡逻路径\n返回:SUCCESS",
"properties": {},
"display": {
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"y": -132
}
},
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"category": "action",
"title": "变为空闲状态",
"description": "action_become_idle\n变为空闲状态\n返回:SUCCESS",
"properties": {},
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},
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"category": "action",
"title": "寻找巡逻兵",
"description": "action_collect_patrol\n寻找巡逻兵\n找到:SUCCESS\n未找到:FAILURE",
"properties": {},
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},
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},
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"category": "action",
"title": "变为攻击状态",
"description": "action_become_attacking\n变为攻击状态\n返回:SUCCESS",
"properties": {},
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}
},
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"category": "decorator",
"title": "Inverter",
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},
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},
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"camera_z": 1,
"x": -276,
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}
},
{
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"scope": "tree",
"id": "2fcfa9bf-f759-4eb6-9168-8ef89d1c46da",
"title": "丧尸攻击逻辑",
"description": "",
"root": "95440e68-5b72-4f57-a643-0b5ad4cf16c3",
"properties": {},
"nodes": {
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"category": "composite",
"title": "Sequence",
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"category": "decorator",
"title": "Inverter",
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},
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},
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"name": "Sequence",
"category": "composite",
"title": "Sequence",
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"properties": {},
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},
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"name": "action_become_idle",
"category": "action",
"title": "变为空闲状态",
"description": "action_become_idle\n变为空闲状态\n返回:SUCCESS",
"properties": {},
"display": {
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"y": 0
}
},
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"name": "cond_is_target_died",
"category": "condition",
"title": "目标死亡",
"description": "cond_is_target_died\n判断目标是否死亡\n死亡:SUCCESS\n未死亡:FAILURE",
"properties": {},
"display": {
"x": 828,
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}
},
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"name": "action_skill_attack",
"category": "action",
"title": "技能攻击",
"description": "action_skill_attack\n技能攻击\nskill_type : 普通攻击,技能攻击\n 随机伤害值 RAND(min_power ,max_power) * RAND(min_rate, max_rate)\n返回:SUCCESS",
"properties": {
"min_power": 1,
"max_power": 10,
"min_rate": 1,
"max_rate": 3,
"skill_type": "撕咬"
},
"display": {
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}
},
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"name": "action_del_dead_target",
"category": "action",
"title": "删除死亡目标",
"description": "action_del_dead_target\n删除死亡目标\n删除rival_list中第一个目标\n返回:SUCCESS",
"properties": {},
"display": {
"x": 828,
"y": -96
}
}
},
"display": {
"camera_x": 446,
"camera_y": 521.5,
"camera_z": 1,
"x": 0,
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}
},
{
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"id": "2e441ec0-fdeb-4ab4-8738-f3bba3d7cc93",
"title": "丧尸被动AI",
"description": "",
"root": "35e25c83-58a9-4b80-9876-0d3eb8a0039e",
"properties": {},
"nodes": {
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"name": "Sequence",
"category": "composite",
"title": "Sequence",
"description": "",
"properties": {},
"display": {
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},
"children": [
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]
},
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"id": "a44f21a3-743a-4ea0-8350-5981428ce497",
"name": "cond_is_died",
"category": "condition",
"title": "已经死亡",
"description": "cond_is_died\n判断自己是否死亡\n死亡:SUCCESS\n存活:FAILURE",
"properties": {},
"display": {
"x": 384,
"y": 12
}
},
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"name": "Sequence",
"category": "composite",
"title": "Sequence",
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"properties": {},
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},
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]
},
"1dd4c3f5-3e36-4327-8612-6603529a4fe8": {
"id": "1dd4c3f5-3e36-4327-8612-6603529a4fe8",
"name": "action_cost_power",
"category": "action",
"title": "扣除体力",
"description": "action_cost_power\n扣除体力\n获取Misc结构中的atk_dmg字段的值\n返回:SUCCESS",
"properties": {
"max_power": "",
"min_power": ""
},
"display": {
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"y": -72
}
},
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"id": "468dc36b-d1e5-4d77-a8a2-ac5079628799",
"name": "action_died",
"category": "action",
"title": "自我死亡",
"description": "action_died\n自我死亡\n销毁对象数据\n返回:SUCCESS",
"properties": {},
"display": {
"x": 384,
"y": 108
}
}
},
"display": {
"camera_x": 817,
"camera_y": 507.5,
"camera_z": 1,
"x": -240,
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}
}
],
"custom_nodes": [
{
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"scope": "node",
"name": "cond_is_patrolling",
"category": "condition",
"title": "是巡逻状态",
"description": "cond_is_patrolling\n判断是否处于巡逻状态\n是:SUCCESS\n否:FAILURE",
"properties": {}
},
{
"version": "0.3.0",
"scope": "node",
"name": "cond_is_dest",
"category": "condition",
"title": "到达终点",
"description": "cond_is_dest\n判断是否到达终点\n是:SUCCESS\n否:FAILURE",
"properties": {}
},
{
"version": "0.3.0",
"scope": "node",
"name": "action_move_grid",
"category": "action",
"title": "移动一格",
"description": "action_move_grid\n移动一格\n返回:SUCCESS",
"properties": {}
},
{
"version": "0.3.0",
"scope": "node",
"name": "action_become_idle",
"category": "action",
"title": "变为空闲状态",
"description": "action_become_idle\n变为空闲状态\n返回:SUCCESS",
"properties": {}
},
{
"version": "0.3.0",
"scope": "node",
"name": "cond_is_attacking",
"category": "condition",
"title": "是攻击状态",
"description": "cond_is_attacking\n判断是否处于攻击状态\n是:SUCCESS\n否:FAILURE",
"properties": {}
},
{
"version": "0.3.0",
"scope": "node",
"name": "cond_is_rage_full",
"category": "condition",
"title": "怒气值已满",
"description": "cond_is_rage_full\n判断怒气值是否已满\n已满:SUCCESS\n未满:FAILURE",
"properties": {}
},
{
"version": "0.3.0",
"scope": "node",
"name": "cond_is_power_full",
"category": "condition",
"title": "体力已满",
"description": "cond_is_power_full\n判断体力是否已满\n已满:SUCCESS\n未满:FAILURE",
"properties": {}
},
{
"version": "0.3.0",
"scope": "node",
"name": "cond_is_died",
"category": "condition",
"title": "已经死亡",
"description": "cond_is_died\n判断自己是否死亡\n死亡:SUCCESS\n存活:FAILURE",
"properties": {}
},
{
"version": "0.3.0",
"scope": "node",
"name": "cond_is_target_died",
"category": "condition",
"title": "目标死亡",
"description": "cond_is_target_died\n判断目标是否死亡\n死亡:SUCCESS\n未死亡:FAILURE",
"properties": {}
},
{
"version": "0.3.0",
"scope": "node",
"name": "cond_is_idle",
"category": "condition",
"title": "是空闲状态",
"description": "cond_is_idle\n判断是否处于空闲状态\n是:SUCCESS\n否:FAILURE",
"properties": {}
},
{
"version": "0.3.0",
"scope": "node",
"name": "action_become_patrolling",
"category": "action",
"title": "变为巡逻状态",
"description": "action_become_patrolling\n变为巡逻状态\n返回:SUCCESS",
"properties": {}
},
{
"version": "0.3.0",
"scope": "node",
"name": "action_finish",
"category": "action",
"title": "游戏<is_win>",
"description": "action_finish\n游戏结束,根据is_win属性打印结果\n打印结果,结束行为树运行\n返回:SUCCESS",
"properties": {
"is_win": ""
}
},
{
"version": "0.3.0",
"scope": "node",
"name": "action_add_rage",
"category": "action",
"title": "增加<add_rage>怒气",
"description": "action_add_rage\n增加怒气\n根据add_rage增加相应怒气,结果小于等于100\n返回:SUCCESS",
"properties": {
"add_rage": ""
}
},
{
"version": "0.3.0",
"scope": "node",
"name": "action_recover_power",
"category": "action",
"title": "恢复<max_power> - <min_power>体力",
"description": "action_recover_power\n恢复体力\n根据Max - Min之间随机恢复几点体力\n返回:SUCCESS",
"properties": {
"max_power": "",
"min_power": ""
}
},
{
"version": "0.3.0",
"scope": "node",
"name": "action_cost_rage",
"category": "action",
"title": "扣除<cost_rage>怒气",
"description": "action_cost_rage\n扣除怒气\n根据cost_rage扣除相应怒气,结果大于等于0\n返回:SUCCESS",
"properties": {
"cost_rage": ""
}
},
{
"version": "0.3.0",
"scope": "node",
"name": "cond_is_recovering",
"category": "condition",
"title": "是恢复状态",
"description": "cond_is_recovering\n判断是否处于恢复状态\n是:SUCCESS\n否:FAILURE",
"properties": {}
},
{
"version": "0.3.0",
"scope": "node",
"name": "action_become_recovering",
"category": "action",
"title": "变为恢复状态",
"description": "action_become_recovering\n变为恢复状态\n返回:SUCCESS",
"properties": {}
},
{
"version": "0.3.0",
"scope": "node",
"name": "cond_power_lt",
"category": "condition",
"title": "体力小于<power>",
"description": "cond_power_lt\n判断体力是否小于某值\n是:SUCCESS\n否:FAILURE",
"properties": {
"power": 50
}
},
{
"version": "0.3.0",
"scope": "node",
"name": "action_become_attacking",
"category": "action",
"title": "变为攻击状态",
"description": "action_become_attacking\n变为攻击状态\n返回:SUCCESS",
"properties": {}
},
{
"version": "0.3.0",
"scope": "node",
"name": "action_collect_dest_path",
"category": "action",
"title": "收集终点路径",
"description": "action_collect_dest_path\n收集终点路径\n返回:SUCCESS",
"properties": {}
},
{
"version": "0.3.0",
"scope": "node",
"name": "action_collect_path",
"category": "action",
"title": "收集巡逻路径",
"description": "action_collect_path\n收集巡逻路径\n返回:SUCCESS",
"properties": {}
},
{
"version": "0.3.0",
"scope": "node",
"name": "action_collect_patrol",
"category": "action",
"title": "寻找巡逻兵",
"description": "action_collect_patrol\n寻找巡逻兵\n找到:SUCCESS\n未找到:FAILURE",
"properties": {}
},
{
"version": "0.3.0",
"scope": "node",
"name": "action_cost_power",
"category": "action",
"title": "扣除体力",
"description": "action_cost_power\n扣除体力\n获取Misc结构中的atk_dmg字段的值\n返回:SUCCESS",
"properties": {
"max_power": "",
"min_power": ""
}
},
{
"version": "0.3.0",
"scope": "node",
"name": "action_skill_attack",
"category": "action",
"title": "技能攻击",
"description": "action_skill_attack\n技能攻击\nskill_type : 普通攻击,技能攻击\n 随机伤害值 RAND(min_power ,max_power) * RAND(min_rate, max_rate)\n返回:SUCCESS",
"properties": {
"min_power": 0,
"max_power": 0,
"min_rate": 0,
"max_rate": 0,
"skill_type": ""
}
},
{
"version": "0.3.0",
"scope": "node",
"name": "action_del_dead_target",
"category": "action",
"title": "删除死亡目标",
"description": "action_del_dead_target\n删除死亡目标\n删除rival_list中第一个目标\n返回:SUCCESS",
"properties": {}
},
{
"version": "0.3.0",
"scope": "node",
"name": "action_died",
"category": "action",
"title": "自我死亡",
"description": "action_died\n自我死亡\n销毁对象数据\n返回:SUCCESS",
"properties": {}
}
]
}