继续昨天的工程,给Monster添加一个空物体命名为AI,在AI添加脚本BehaviorTree,然后就可以打开行为树编辑器进行编辑了 先写好自定义的节点脚本,下面是一个寻找漫游点的行为节点脚本 using UnityEngine; using BehaviorDesigner.Runtime.Tasks; using BehaviorDesigner.Runtime; [TaskCategory("MyActions")] [TaskDescription("计算出更新的路
以前就看到了这个东西,由于太忙了最近才有时间来实现这个; 该文章适合有一定 canvas 基础的人阅读; 首先说说他的原理: The construction of the Pythagoras tree begins with a square. Upon this square are constructed two squares, each scaled down by a linear factor of ½√2, such that the corners of the square
http://acm.hdu.edu.cn/showproblem.php?pid=3303 Harmony Forever Time Limit: 20000/10000 MS (Java/Others) Memory Limit: 32768/32768 K (Java/Others) Total Submission(s): 813 Accepted Submission(s): 222 Problem Description We believe that every inh