├── .gitignore ├── .vsconfig ├── Assets ├── Imports.meta ├── Imports │ ├── Crate.mtl │ ├── Crate.mtl.meta │ ├── Crate.obj │ ├── Crate.obj.meta │ ├── Skeletons_demo.meta │ ├── Skeletons_demo │ │ ├── DungeonSkeletons_pack.jpg │ │ ├── DungeonSkeletons_pack.jpg.meta │ │ ├── animation.meta │ │ ├── animation │ │ │ ├── DS_onehand_attack_A.FBX │ │ │ ├── DS_onehand_attack_A.FBX.meta │ │ │ ├── DS_onehand_idle_A.FBX │ │ │ ├── DS_onehand_idle_A.FBX.meta │ │ │ ├── DS_onehand_walk.FBX │ │ │ ├── DS_onehand_walk.FBX.meta │ │ │ ├── anim_DS_onehand_attack_A.anim │ │ │ ├── anim_DS_onehand_attack_A.anim.meta │ │ │ ├── anim_DS_onehand_idle_A.anim │ │ │ ├── anim_DS_onehand_idle_A.anim.meta │ │ │ ├── anim_DS_onehand_walk.anim │ │ │ └── anim_DS_onehand_walk.anim.meta │ │ ├── models.meta │ │ └── models │ │ │ ├── DungeonSkeleton_demo.FBX │ │ │ ├── DungeonSkeleton_demo.FBX.meta │ │ │ ├── DungeonSkeleton_demo.controller │ │ │ ├── DungeonSkeleton_demo.controller.meta │ │ │ ├── Materials.meta │ │ │ └── Materials │ │ │ ├── DS_skeleton_standard.mat │ │ │ ├── DS_skeleton_standard.mat.meta │ │ │ ├── DemoEquipment.mat │ │ │ ├── DemoEquipment.mat.meta │ │ │ ├── DemoEquipment.tga │ │ │ ├── DemoEquipment.tga.meta │ │ │ ├── DemoSkeleton.png │ │ │ └── DemoSkeleton.png.meta │ ├── Toon_RTS_demo.meta │ ├── Toon_RTS_demo │ │ ├── Toon_RTS_Units.jpg │ │ ├── Toon_RTS_Units.jpg.meta │ │ ├── animations.meta │ │ ├── animations │ │ │ ├── WK_heavy_infantry_04_charge.FBX │ │ │ ├── WK_heavy_infantry_04_charge.FBX.meta │ │ │ ├── WK_heavy_infantry_05_combat_idle.FBX │ │ │ ├── WK_heavy_infantry_05_combat_idle.FBX.meta │ │ │ ├── WK_heavy_infantry_06_combat_walk.FBX │ │ │ ├── WK_heavy_infantry_06_combat_walk.FBX.meta │ │ │ ├── WK_heavy_infantry_08_attack_B.FBX │ │ │ ├── WK_heavy_infantry_08_attack_B.FBX.meta │ │ │ ├── anim_WK_heavy_infantry_04_charge.anim │ │ │ ├── anim_WK_heavy_infantry_04_charge.anim.meta │ │ │ ├── anim_WK_heavy_infantry_05_combat_idle.anim │ │ │ ├── anim_WK_heavy_infantry_05_combat_idle.anim.meta │ │ │ ├── anim_WK_heavy_infantry_06_combat_walk.anim │ │ │ ├── anim_WK_heavy_infantry_06_combat_walk.anim.meta │ │ │ ├── anim_WK_heavy_infantry_08_attack_B.anim │ │ │ └── anim_WK_heavy_infantry_08_attack_B.anim.meta │ │ ├── models.meta │ │ └── models │ │ │ ├── Materials.meta │ │ │ ├── Materials │ │ │ ├── DemoTexture.mat │ │ │ ├── DemoTexture.mat.meta │ │ │ ├── DemoTexture.png │ │ │ └── DemoTexture.png.meta │ │ │ ├── ToonRTS_demo_Knight.FBX │ │ │ ├── ToonRTS_demo_Knight.FBX.meta │ │ │ ├── ToonRTS_demo_Knight.controller │ │ │ └── ToonRTS_demo_Knight.controller.meta │ ├── campfire_lod-0.dae │ └── campfire_lod-0.dae.meta ├── Materials.meta ├── Materials │ ├── Doodads.meta │ ├── Doodads │ │ ├── Crate.mat │ │ ├── Crate.mat.meta │ │ ├── Dirt.mat │ │ ├── Dirt.mat.meta │ │ ├── Rocks.mat │ │ ├── Rocks.mat.meta │ │ ├── Wood.mat │ │ └── Wood.mat.meta │ ├── Grounds.meta │ └── Grounds │ │ ├── Tiles.mat │ │ └── Tiles.mat.meta ├── Scenes.meta ├── Scenes │ ├── SampleScene.unity │ └── SampleScene.unity.meta ├── Scripts.meta ├── Scripts │ ├── BehaviorTree.meta │ ├── BehaviorTree │ │ ├── Node.cs │ │ ├── Node.cs.meta │ │ ├── Selector.cs │ │ ├── Selector.cs.meta │ │ ├── Sequence.cs │ │ ├── Sequence.cs.meta │ │ ├── Tree.cs │ │ └── Tree.cs.meta │ ├── EnemyManager.cs │ ├── EnemyManager.cs.meta │ ├── GuardAI.meta │ └── GuardAI │ │ ├── CheckEnemyInAttackRange.cs │ │ ├── CheckEnemyInAttackRange.cs.meta │ │ ├── CheckEnemyInFOVRange.cs │ │ ├── CheckEnemyInFOVRange.cs.meta │ │ ├── GuardBT.cs │ │ ├── GuardBT.cs.meta │ │ ├── TaskAttack.cs │ │ ├── TaskAttack.cs.meta │ │ ├── TaskGoToTarget.cs │ │ ├── TaskGoToTarget.cs.meta │ │ ├── TaskPatrol.cs │ │ └── TaskPatrol.cs.meta ├── Standard Assets.meta ├── Standard Assets │ ├── ParticleSystems.meta │ └── ParticleSystems │ │ ├── Materials.meta │ │ ├── Materials │ │ ├── ParticleAfterburner.mat │ │ ├── ParticleAfterburner.mat.meta │ │ ├── ParticleDuststorm.mat │ │ ├── ParticleDuststorm.mat.meta │ │ ├── ParticleFireball.mat │ │ ├── ParticleFireball.mat.meta │ │ ├── ParticleFirecloud.mat │ │ ├── ParticleFirecloud.mat.meta │ │ ├── ParticleFirework.mat │ │ ├── ParticleFirework.mat.meta │ │ ├── ParticleFlameLicks.mat │ │ ├── ParticleFlameLicks.mat.meta │ │ ├── ParticleFlames.mat │ │ ├── ParticleFlames.mat.meta │ │ ├── ParticleGlow.mat │ │ ├── ParticleGlow.mat.meta │ │ ├── ParticleSmokeBlack.mat │ │ ├── ParticleSmokeBlack.mat.meta │ │ ├── ParticleSmokeMobile.mat │ │ ├── ParticleSmokeMobile.mat.meta │ │ ├── ParticleSmokeVertlit.mat │ │ ├── ParticleSmokeVertlit.mat.meta │ │ ├── ParticleSmokeWhite.mat │ │ ├── ParticleSmokeWhite.mat.meta │ │ ├── ParticleSpark.mat │ │ ├── ParticleSpark.mat.meta │ │ ├── ParticleSplashes.mat │ │ ├── ParticleSplashes.mat.meta │ │ ├── ParticleSpray.mat │ │ ├── ParticleSpray.mat.meta │ │ ├── ParticleSteam.mat │ │ ├── ParticleSteam.mat.meta │ │ ├── ParticleSteamMobile.mat │ │ ├── ParticleSteamMobile.mat.meta │ │ ├── ParticleWaterSpray.mat │ │ └── ParticleWaterSpray.mat.meta │ │ ├── ParticleSystemsGuidelines.txt │ │ ├── ParticleSystemsGuidelines.txt.meta │ │ ├── Prefabs.meta │ │ ├── Prefabs │ │ ├── Afterburner.prefab │ │ ├── Afterburner.prefab.meta │ │ ├── DustStorm.prefab │ │ ├── DustStorm.prefab.meta │ │ ├── DustStormMobile.prefab │ │ ├── DustStormMobile.prefab.meta │ │ ├── Explosion.prefab │ │ ├── Explosion.prefab.meta │ │ ├── ExplosionMobile.prefab │ │ ├── ExplosionMobile.prefab.meta │ │ ├── FireComplex.prefab │ │ ├── FireComplex.prefab.meta │ │ ├── FireMobile.prefab │ │ ├── FireMobile.prefab.meta │ │ ├── Fireworks.prefab │ │ ├── Fireworks.prefab.meta │ │ ├── Flare.prefab │ │ ├── Flare.prefab.meta │ │ ├── FlareMobile.prefab │ │ ├── FlareMobile.prefab.meta │ │ ├── Hose.prefab │ │ ├── Hose.prefab.meta │ │ ├── HoseMobile.prefab │ │ ├── HoseMobile.prefab.meta │ │ ├── Smoke.prefab │ │ ├── Smoke.prefab.meta │ │ ├── Steam.prefab │ │ ├── Steam.prefab.meta │ │ ├── SteamMobile.prefab │ │ ├── SteamMobile.prefab.meta │ │ ├── TyreBurnoutSmoke.prefab │ │ ├── TyreBurnoutSmoke.prefab.meta │ │ ├── WildFire.prefab │ │ └── WildFire.prefab.meta │ │ ├── Shaders.meta │ │ ├── Shaders │ │ ├── PriorityParticleAdd.shader │ │ ├── PriorityParticleAdd.shader.meta │ │ ├── PriorityParticleAddSoft.shader │ │ ├── PriorityParticleAddSoft.shader.meta │ │ ├── PriorityParticleAlpha.shader │ │ └── PriorityParticleAlpha.shader.meta │ │ ├── Textures.meta │ │ └── Textures │ │ ├── ParticleBokeh.png │ │ ├── ParticleBokeh.png.meta │ │ ├── ParticleCloudBlack.png │ │ ├── ParticleCloudBlack.png.meta │ │ ├── ParticleCloudWhite.png │ │ ├── ParticleCloudWhite.png.meta │ │ ├── ParticleFireballSheet.png │ │ ├── ParticleFireballSheet.png.meta │ │ ├── ParticleFirecloud.png │ │ ├── ParticleFirecloud.png.meta │ │ ├── ParticleFlameLickSheet.png │ │ ├── ParticleFlameLickSheet.png.meta │ │ ├── ParticleFlamesSheet.png │ │ ├── ParticleFlamesSheet.png.meta │ │ ├── ParticleFlare.png │ │ ├── ParticleFlare.png.meta │ │ ├── Spark.png │ │ ├── Spark.png.meta │ │ ├── SplashesFineParticle.png │ │ ├── SplashesFineParticle.png.meta │ │ ├── SplashesLargeParticle.png │ │ └── SplashesLargeParticle.png.meta ├── Textures.meta └── Textures │ ├── Doodads.meta │ ├── Doodads │ ├── Crate_Base_Color.png │ └── Crate_Base_Color.png.meta │ ├── Grounds.meta │ └── Grounds │ ├── Tiles089_1K_Color.jpg │ ├── Tiles089_1K_Color.jpg.meta │ ├── Tiles089_1K_NormalGL.jpg │ └── Tiles089_1K_NormalGL.jpg.meta ├── LICENSE ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── PackageManagerSettings.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── VersionControlSettings.asset └── XRSettings.asset ├── README.md └── imgs ├── demo.gif └── thumbnail.png /.gitignore: -------------------------------------------------------------------------------- 1 | /[Ll]ibrary/ 2 | /[Tt]emp/ 3 | /[Oo]bj/ 4 | /[Bb]uild/ 5 | /[Bb]uilds/ 6 | /[Ll]ogs/ 7 | /[Uu]ser[Ss]ettings/ 8 | 9 | # MemoryCaptures can get excessive in size. 10 | # They also could contain extremely sensitive data 11 | /[Mm]emoryCaptures/ 12 | 13 | # Asset meta data should only be ignored when the corresponding asset is also ignored 14 | !/[Aa]ssets/**/*.meta 15 | 16 | # Uncomment this line if you wish to ignore the asset store tools plugin 17 | # /[Aa]ssets/AssetStoreTools* 18 | 19 | # Autogenerated Jetbrains Rider plugin 20 | /[Aa]ssets/Plugins/Editor/JetBrains* 21 | 22 | # Visual Studio cache directory 23 | .vs/ 24 | 25 | # Gradle cache directory 26 | .gradle/ 27 | 28 | # Autogenerated VS/MD/Consulo solution and project files 29 | ExportedObj/ 30 | .consulo/ 31 | *.csproj 32 | *.unityproj 33 | *.sln 34 | *.suo 35 | *.tmp 36 | *.user 37 | *.userprefs 38 | *.pidb 39 | 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-------------------------------------------------------------------------------- /Assets/Scripts/BehaviorTree/Node.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | 4 | namespace BehaviorTree 5 | { 6 | public enum NodeState 7 | { 8 | RUNNING, 9 | SUCCESS, 10 | FAILURE 11 | } 12 | 13 | public class Node 14 | { 15 | protected NodeState state; 16 | 17 | public Node parent; 18 | protected List children = new List(); 19 | 20 | private Dictionary _dataContext = new Dictionary(); 21 | 22 | public Node() 23 | { 24 | parent = null; 25 | } 26 | public Node(List children) 27 | { 28 | foreach (Node child in children) 29 | _Attach(child); 30 | } 31 | 32 | private void _Attach(Node node) 33 | { 34 | node.parent = this; 35 | children.Add(node); 36 | } 37 | 38 | public virtual NodeState Evaluate() => NodeState.FAILURE; 39 | 40 | public void SetData(string key, object value) 41 | { 42 | _dataContext[key] = value; 43 | } 44 | 45 | public object GetData(string key) 46 | { 47 | object value = null; 48 | if (_dataContext.TryGetValue(key, out value)) 49 | return value; 50 | 51 | Node node = parent; 52 | while (node != null) 53 | { 54 | value = node.GetData(key); 55 | if (value != null) 56 | return value; 57 | node = node.parent; 58 | } 59 | return null; 60 | } 61 | 62 | public bool ClearData(string key) 63 | { 64 | if (_dataContext.ContainsKey(key)) 65 | { 66 | _dataContext.Remove(key); 67 | return true; 68 | } 69 | 70 | Node node = parent; 71 | while (node != null) 72 | { 73 | bool cleared = node.ClearData(key); 74 | if (cleared) 75 | return true; 76 | node = node.parent; 77 | } 78 | return false; 79 | } 80 | } 81 | 82 | } 83 | -------------------------------------------------------------------------------- /Assets/Scripts/BehaviorTree/Node.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 56a36ed4f8adb43f789cedf3c35d72fa 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/BehaviorTree/Selector.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | 3 | namespace BehaviorTree 4 | { 5 | public class Selector : Node 6 | { 7 | public Selector() : base() { } 8 | public Selector(List children) : base(children) { } 9 | 10 | public override NodeState Evaluate() 11 | { 12 | foreach (Node node in children) 13 | { 14 | switch (node.Evaluate()) 15 | { 16 | case NodeState.FAILURE: 17 | continue; 18 | case NodeState.SUCCESS: 19 | state = NodeState.SUCCESS; 20 | return state; 21 | case NodeState.RUNNING: 22 | state = NodeState.RUNNING; 23 | return state; 24 | default: 25 | continue; 26 | } 27 | } 28 | 29 | state = NodeState.FAILURE; 30 | return state; 31 | } 32 | 33 | } 34 | 35 | } 36 | -------------------------------------------------------------------------------- /Assets/Scripts/BehaviorTree/Selector.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9b6fc1c1422f54bc284eceff7ccb85a8 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/BehaviorTree/Sequence.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | 3 | namespace BehaviorTree 4 | { 5 | public class Sequence : Node 6 | { 7 | public Sequence() : base() { } 8 | public Sequence(List children) : base(children) { } 9 | 10 | public override NodeState Evaluate() 11 | { 12 | bool anyChildIsRunning = false; 13 | 14 | foreach (Node node in children) 15 | { 16 | switch (node.Evaluate()) 17 | { 18 | case NodeState.FAILURE: 19 | state = NodeState.FAILURE; 20 | return state; 21 | case NodeState.SUCCESS: 22 | continue; 23 | case NodeState.RUNNING: 24 | anyChildIsRunning = true; 25 | continue; 26 | default: 27 | state = NodeState.SUCCESS; 28 | return state; 29 | } 30 | } 31 | 32 | state = anyChildIsRunning ? NodeState.RUNNING : NodeState.SUCCESS; 33 | return state; 34 | } 35 | 36 | } 37 | 38 | } 39 | -------------------------------------------------------------------------------- /Assets/Scripts/BehaviorTree/Sequence.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 09562879461214e6498d2ac1522b06e6 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/BehaviorTree/Tree.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace BehaviorTree 6 | { 7 | public abstract class Tree : MonoBehaviour 8 | { 9 | 10 | private Node _root = null; 11 | 12 | protected void Start() 13 | { 14 | _root = SetupTree(); 15 | } 16 | 17 | private void Update() 18 | { 19 | if (_root != null) 20 | _root.Evaluate(); 21 | } 22 | 23 | protected abstract Node SetupTree(); 24 | 25 | } 26 | 27 | } 28 | -------------------------------------------------------------------------------- /Assets/Scripts/BehaviorTree/Tree.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c2e4a6efdbf404ddd91f04f809eeeb1f 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/EnemyManager.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class EnemyManager : MonoBehaviour 4 | { 5 | private int _healthpoints; 6 | 7 | private void Awake() 8 | { 9 | _healthpoints = 30; 10 | } 11 | 12 | public bool TakeHit() 13 | { 14 | _healthpoints -= 10; 15 | bool isDead = _healthpoints <= 0; 16 | if (isDead) _Die(); 17 | return isDead; 18 | } 19 | 20 | private void _Die() 21 | { 22 | Destroy(gameObject); 23 | } 24 | } 25 | -------------------------------------------------------------------------------- /Assets/Scripts/EnemyManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 554c6e7fa36b14aa680728bff65c90eb 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/GuardAI.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 306d664292be64fc9b2172b0124fa259 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/GuardAI/CheckEnemyInAttackRange.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | using BehaviorTree; 6 | 7 | public class CheckEnemyInAttackRange : Node 8 | { 9 | private Transform _transform; 10 | private Animator _animator; 11 | 12 | public CheckEnemyInAttackRange(Transform transform) 13 | { 14 | _transform = transform; 15 | _animator = transform.GetComponent(); 16 | } 17 | 18 | public override NodeState Evaluate() 19 | { 20 | object t = GetData("target"); 21 | if (t == null) 22 | { 23 | state = NodeState.FAILURE; 24 | return state; 25 | } 26 | 27 | Transform target = (Transform)t; 28 | if (Vector3.Distance(_transform.position, target.position) <= GuardBT.attackRange) 29 | { 30 | _animator.SetBool("Attacking", true); 31 | _animator.SetBool("Walking", false); 32 | 33 | state = NodeState.SUCCESS; 34 | return state; 35 | } 36 | 37 | state = NodeState.FAILURE; 38 | return state; 39 | } 40 | 41 | } 42 | -------------------------------------------------------------------------------- /Assets/Scripts/GuardAI/CheckEnemyInAttackRange.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 18dfbce5cd8654f5b8d8c3713f7436a3 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/GuardAI/CheckEnemyInFOVRange.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | using BehaviorTree; 6 | 7 | public class CheckEnemyInFOVRange : Node 8 | { 9 | private static int _enemyLayerMask = 1 << 6; 10 | 11 | private Transform _transform; 12 | private Animator _animator; 13 | 14 | public CheckEnemyInFOVRange(Transform transform) 15 | { 16 | _transform = transform; 17 | _animator = transform.GetComponent(); 18 | } 19 | 20 | public override NodeState Evaluate() 21 | { 22 | object t = GetData("target"); 23 | if (t == null) 24 | { 25 | Collider[] colliders = Physics.OverlapSphere( 26 | _transform.position, GuardBT.fovRange, _enemyLayerMask); 27 | 28 | if (colliders.Length > 0) 29 | { 30 | parent.parent.SetData("target", colliders[0].transform); 31 | _animator.SetBool("Walking", true); 32 | state = NodeState.SUCCESS; 33 | return state; 34 | } 35 | 36 | state = NodeState.FAILURE; 37 | return state; 38 | } 39 | 40 | state = NodeState.SUCCESS; 41 | return state; 42 | } 43 | 44 | } 45 | -------------------------------------------------------------------------------- /Assets/Scripts/GuardAI/CheckEnemyInFOVRange.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2427fca6bc34d45009932d8b9deb3c7a 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/GuardAI/GuardBT.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using BehaviorTree; 3 | 4 | public class GuardBT : Tree 5 | { 6 | public UnityEngine.Transform[] waypoints; 7 | 8 | public static float speed = 2f; 9 | public static float fovRange = 6f; 10 | public static float attackRange = 1f; 11 | 12 | protected override Node SetupTree() 13 | { 14 | Node root = new Selector(new List 15 | { 16 | //new Sequence(new List 17 | //{ 18 | // new CheckEnemyInAttackRange(transform), 19 | // new TaskAttack(transform), 20 | //}), 21 | new Sequence(new List 22 | { 23 | new CheckEnemyInFOVRange(transform), 24 | new TaskGoToTarget(transform), 25 | }), 26 | new TaskPatrol(transform, waypoints), 27 | }); 28 | 29 | return root; 30 | } 31 | } 32 | -------------------------------------------------------------------------------- /Assets/Scripts/GuardAI/GuardBT.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cac3a455852934bd58420354c7c24dc0 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/GuardAI/TaskAttack.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | using BehaviorTree; 6 | 7 | public class TaskAttack : Node 8 | { 9 | private Animator _animator; 10 | 11 | private Transform _lastTarget; 12 | private EnemyManager _enemyManager; 13 | 14 | private float _attackTime = 1f; 15 | private float _attackCounter = 0f; 16 | 17 | public TaskAttack(Transform transform) 18 | { 19 | _animator = transform.GetComponent(); 20 | } 21 | 22 | public override NodeState Evaluate() 23 | { 24 | Transform target = (Transform)GetData("target"); 25 | if (target != _lastTarget) 26 | { 27 | _enemyManager = target.GetComponent(); 28 | _lastTarget = target; 29 | } 30 | 31 | _attackCounter += Time.deltaTime; 32 | if (_attackCounter >= _attackTime) 33 | { 34 | bool enemyIsDead = _enemyManager.TakeHit(); 35 | if (enemyIsDead) 36 | { 37 | ClearData("target"); 38 | _animator.SetBool("Attacking", false); 39 | _animator.SetBool("Walking", true); 40 | } 41 | else 42 | { 43 | _attackCounter = 0f; 44 | } 45 | } 46 | 47 | state = NodeState.RUNNING; 48 | return state; 49 | } 50 | 51 | } 52 | -------------------------------------------------------------------------------- /Assets/Scripts/GuardAI/TaskAttack.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 33c2cb1ad0e8a4bb992e355e60df9535 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/GuardAI/TaskGoToTarget.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | using BehaviorTree; 6 | 7 | public class TaskGoToTarget : Node 8 | { 9 | private Transform _transform; 10 | 11 | public TaskGoToTarget(Transform transform) 12 | { 13 | _transform = transform; 14 | } 15 | 16 | public override NodeState Evaluate() 17 | { 18 | Transform target = (Transform)GetData("target"); 19 | 20 | if (Vector3.Distance(_transform.position, target.position) > 0.01f) 21 | { 22 | _transform.position = Vector3.MoveTowards( 23 | _transform.position, target.position, GuardBT.speed * Time.deltaTime); 24 | _transform.LookAt(target.position); 25 | } 26 | 27 | state = NodeState.RUNNING; 28 | return state; 29 | } 30 | 31 | } 32 | -------------------------------------------------------------------------------- /Assets/Scripts/GuardAI/TaskGoToTarget.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 663b95a5e9ab54031ba0d8c0dba01819 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/GuardAI/TaskPatrol.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | using BehaviorTree; 6 | 7 | public class TaskPatrol : Node 8 | { 9 | private Transform _transform; 10 | private Animator _animator; 11 | private Transform[] _waypoints; 12 | 13 | private int _currentWaypointIndex = 0; 14 | 15 | private float _waitTime = 1f; // in seconds 16 | private float _waitCounter = 0f; 17 | private bool _waiting = false; 18 | 19 | public TaskPatrol(Transform transform, Transform[] waypoints) 20 | { 21 | _transform = transform; 22 | _animator = transform.GetComponent(); 23 | _waypoints = waypoints; 24 | } 25 | 26 | public override NodeState Evaluate() 27 | { 28 | if (_waiting) 29 | { 30 | _waitCounter += Time.deltaTime; 31 | if (_waitCounter >= _waitTime) 32 | { 33 | _waiting = false; 34 | _animator.SetBool("Walking", true); 35 | } 36 | } 37 | else 38 | { 39 | Transform wp = _waypoints[_currentWaypointIndex]; 40 | if (Vector3.Distance(_transform.position, wp.position) < 0.01f) 41 | { 42 | _transform.position = wp.position; 43 | _waitCounter = 0f; 44 | _waiting = true; 45 | 46 | _currentWaypointIndex = (_currentWaypointIndex + 1) % _waypoints.Length; 47 | _animator.SetBool("Walking", false); 48 | } 49 | else 50 | { 51 | _transform.position = Vector3.MoveTowards(_transform.position, wp.position, GuardBT.speed * Time.deltaTime); 52 | _transform.LookAt(wp.position); 53 | } 54 | } 55 | 56 | 57 | state 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-------------------------------------------------------------------------------- 1 | Particle System Sample Assets. 2 | 3 | We've selected a few sample effects to show a variety of ways our particle system technology can be used. Some use the particle system component alone, and some are augmented using other components. We've provided a sandbox demo scene which allows you to spawn particles and interact with the scene. Here are notes about each system included in the demo scene. 4 | 5 | Explosion. 6 | A powerful effect which uses sub emitters to leave streaks of smoke arcing out from the central effect. Also makes use of a script which applies physics force to objects within a radius. 7 | 8 | FireComplex 9 | Uses a combination of many particles, including spritesheet animation, sparks and smoke. This effect also has a Light GameObject, whose position is animated by a script so that the lighting in the scene appears to flicker around as the effect plays. 10 | 11 | FireMobile 12 | Designed for fast performance on mobile, this effect is a minimal version of the previous Fire effect. 13 | 14 | Duststorm 15 | This effect demonstrates how to cover a wide area with a single particle effect. The emmission zone is a large box that covers the area, and a single particle effect generates rolling clouds across the scene. This effect is not interactive, in our demo scene. 16 | 17 | Steam 18 | Another single-system effect, which generates rushing steam emitting from the surface on which it is placed. In our demo scene, this effect is aligned with the surface normal of the object on which it is placed, so you can see the effect of the rising steam when it is emitted from different angles. 19 | 20 | Hose 21 | The water hose particle system demonstrates a number of things including particle stretching (in the direction of the water travel), flow rate controlled by a script, and particles interacting with physics objects using the particle collision callback feature. In this effect, for optimisation, we used a low-rate emitter emitting invisible particles (by switching off the renderer) for the particles which actually interact with the scene and apply forces, and higher-rate emitters for the visual effects. 22 | 23 | Fireworks 24 | This is a demonstration of chaining together many sub-emitters to create a complex visual effect. 25 | 26 | Flare 27 | This effect shows off the world collision feature available to particles, resulting in hundreds of bouncing sparks showering across the floor. 28 | 29 | WildFire 30 | This effect is an example of using sub emitters to create hundreds of simple particle systems around a scene which are all processed as a single system, which enables Unity to process hundreds of particle systems at the same time. In the demo scene, you can click (or touch) and hold to "draw" wildfire across the objects in the scene. 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | -------------------------------------------------------------------------------- /Assets/Standard Assets/ParticleSystems/ParticleSystemsGuidelines.txt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2909cb28371e6664b88130f37d454605 3 | TextScriptImporter: 4 | userData: 5 | assetBundleName: 6 | -------------------------------------------------------------------------------- /Assets/Standard Assets/ParticleSystems/Prefabs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 15135e86e52ab4b038dcbd61d7549e9f 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | assetBundleName: 7 | -------------------------------------------------------------------------------- /Assets/Standard 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2c32987c2bc01844a94adfb917dd677d 3 | NativeFormatImporter: 4 | userData: 5 | assetBundleName: 6 | -------------------------------------------------------------------------------- /Assets/Standard Assets/ParticleSystems/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d5bbfe17fd61a7f45ad1932a5dd14b56 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | assetBundleName: 7 | -------------------------------------------------------------------------------- /Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAdd.shader: -------------------------------------------------------------------------------- 1 | Shader "Particles/Priority Additive" { 2 | Properties { 3 | _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) 4 | _MainTex ("Particle Texture", 2D) = "white" {} 5 | _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0 6 | } 7 | 8 | Category { 9 | Tags { "Queue"="Transparent+1" "IgnoreProjector"="True" "RenderType"="Transparent" } 10 | Blend SrcAlpha One 11 | AlphaTest Greater .01 12 | ColorMask RGB 13 | Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) } 14 | BindChannels { 15 | Bind "Color", color 16 | Bind "Vertex", vertex 17 | Bind "TexCoord", texcoord 18 | } 19 | 20 | // ---- Fragment program cards 21 | SubShader { 22 | Pass { 23 | 24 | CGPROGRAM 25 | #pragma vertex vert 26 | #pragma fragment frag 27 | #pragma fragmentoption ARB_precision_hint_fastest 28 | #pragma multi_compile_particles 29 | 30 | #include "UnityCG.cginc" 31 | 32 | sampler2D _MainTex; 33 | fixed4 _TintColor; 34 | 35 | struct appdata_t { 36 | float4 vertex : POSITION; 37 | fixed4 color : COLOR; 38 | float2 texcoord : TEXCOORD0; 39 | }; 40 | 41 | struct v2f { 42 | float4 vertex : POSITION; 43 | fixed4 color : COLOR; 44 | float2 texcoord : TEXCOORD0; 45 | #ifdef SOFTPARTICLES_ON 46 | float4 projPos : TEXCOORD1; 47 | #endif 48 | }; 49 | 50 | float4 _MainTex_ST; 51 | 52 | v2f vert (appdata_t v) 53 | { 54 | v2f o; 55 | o.vertex = UnityObjectToClipPos(v.vertex); 56 | #ifdef SOFTPARTICLES_ON 57 | o.projPos = ComputeScreenPos (o.vertex); 58 | COMPUTE_EYEDEPTH(o.projPos.z); 59 | #endif 60 | o.color = v.color; 61 | o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); 62 | return o; 63 | } 64 | 65 | sampler2D _CameraDepthTexture; 66 | float _InvFade; 67 | 68 | fixed4 frag (v2f i) : COLOR 69 | { 70 | #ifdef SOFTPARTICLES_ON 71 | float sceneZ = LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))); 72 | float partZ = i.projPos.z; 73 | float fade = saturate (_InvFade * (sceneZ-partZ)); 74 | i.color.a *= fade; 75 | #endif 76 | 77 | return 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord); 78 | } 79 | ENDCG 80 | } 81 | } 82 | 83 | // ---- Dual texture cards 84 | SubShader { 85 | Pass { 86 | SetTexture [_MainTex] { 87 | constantColor [_TintColor] 88 | combine constant * primary 89 | } 90 | SetTexture [_MainTex] { 91 | combine texture * previous DOUBLE 92 | } 93 | } 94 | } 95 | 96 | // ---- Single texture cards (does not do color tint) 97 | SubShader { 98 | Pass { 99 | SetTexture [_MainTex] { 100 | combine texture * primary 101 | } 102 | } 103 | } 104 | } 105 | } 106 | -------------------------------------------------------------------------------- /Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAdd.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5cd052ce7ea5a2f438f599e02de6a390 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | -------------------------------------------------------------------------------- /Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAddSoft.shader: -------------------------------------------------------------------------------- 1 | Shader "Particles/Priority Additive (Soft)" { 2 | Properties { 3 | _MainTex ("Particle Texture", 2D) = "white" {} 4 | _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0 5 | } 6 | 7 | Category { 8 | Tags { "Queue"="Transparent+1" "IgnoreProjector"="True" "RenderType"="Transparent" } 9 | Blend One OneMinusSrcColor 10 | ColorMask RGB 11 | Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) } 12 | BindChannels { 13 | Bind "Color", color 14 | Bind "Vertex", vertex 15 | Bind "TexCoord", texcoord 16 | } 17 | 18 | // ---- Fragment program cards 19 | SubShader { 20 | Pass { 21 | 22 | CGPROGRAM 23 | #pragma vertex vert 24 | #pragma fragment frag 25 | #pragma fragmentoption ARB_precision_hint_fastest 26 | #pragma multi_compile_particles 27 | 28 | #include "UnityCG.cginc" 29 | 30 | sampler2D _MainTex; 31 | fixed4 _TintColor; 32 | 33 | struct appdata_t { 34 | float4 vertex : POSITION; 35 | fixed4 color : COLOR; 36 | float2 texcoord : TEXCOORD0; 37 | }; 38 | 39 | struct v2f { 40 | float4 vertex : POSITION; 41 | fixed4 color : COLOR; 42 | float2 texcoord : TEXCOORD0; 43 | #ifdef SOFTPARTICLES_ON 44 | float4 projPos : TEXCOORD1; 45 | #endif 46 | }; 47 | 48 | float4 _MainTex_ST; 49 | 50 | v2f vert (appdata_t v) 51 | { 52 | v2f o; 53 | o.vertex = UnityObjectToClipPos(v.vertex); 54 | #ifdef SOFTPARTICLES_ON 55 | o.projPos = ComputeScreenPos (o.vertex); 56 | COMPUTE_EYEDEPTH(o.projPos.z); 57 | #endif 58 | o.color = v.color; 59 | o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); 60 | return o; 61 | } 62 | 63 | sampler2D _CameraDepthTexture; 64 | float _InvFade; 65 | 66 | fixed4 frag (v2f i) : COLOR 67 | { 68 | #ifdef SOFTPARTICLES_ON 69 | float sceneZ = LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))); 70 | float partZ = i.projPos.z; 71 | float fade = saturate (_InvFade * (sceneZ-partZ)); 72 | i.color.a *= fade; 73 | #endif 74 | 75 | half4 prev = i.color * tex2D(_MainTex, i.texcoord); 76 | prev.rgb *= prev.a; 77 | return prev; 78 | } 79 | ENDCG 80 | } 81 | } 82 | 83 | // ---- Dual texture cards 84 | SubShader { 85 | Pass { 86 | SetTexture [_MainTex] { 87 | combine texture * primary 88 | } 89 | SetTexture [_MainTex] { 90 | combine previous * previous alpha, previous 91 | } 92 | } 93 | } 94 | 95 | // ---- Single texture cards (does not do particle colors) 96 | SubShader { 97 | Pass { 98 | SetTexture [_MainTex] { 99 | combine texture * texture alpha, texture 100 | } 101 | } 102 | } 103 | } 104 | } -------------------------------------------------------------------------------- /Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAddSoft.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 694eef9939f180440a9d0891272eddba 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | -------------------------------------------------------------------------------- /Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAlpha.shader: -------------------------------------------------------------------------------- 1 | Shader "Particles/Priority Alpha Blended" { 2 | Properties { 3 | _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) 4 | _MainTex ("Particle Texture", 2D) = "white" {} 5 | _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0 6 | } 7 | 8 | Category { 9 | Tags { "Queue"="Transparent+1" "IgnoreProjector"="True" "RenderType"="Transparent" } 10 | Blend SrcAlpha OneMinusSrcAlpha 11 | AlphaTest Greater .01 12 | ColorMask RGB 13 | Cull Off Lighting Off ZWrite Off 14 | BindChannels { 15 | Bind "Color", color 16 | Bind "Vertex", vertex 17 | Bind "TexCoord", texcoord 18 | } 19 | 20 | // ---- Fragment program cards 21 | SubShader { 22 | Pass { 23 | 24 | CGPROGRAM 25 | #pragma vertex vert 26 | #pragma fragment frag 27 | #pragma fragmentoption ARB_precision_hint_fastest 28 | #pragma multi_compile_particles 29 | 30 | #include "UnityCG.cginc" 31 | 32 | sampler2D _MainTex; 33 | fixed4 _TintColor; 34 | 35 | struct appdata_t { 36 | float4 vertex : POSITION; 37 | fixed4 color : COLOR; 38 | float2 texcoord : TEXCOORD0; 39 | }; 40 | 41 | struct v2f { 42 | float4 vertex : POSITION; 43 | fixed4 color : COLOR; 44 | float2 texcoord : TEXCOORD0; 45 | #ifdef SOFTPARTICLES_ON 46 | float4 projPos : TEXCOORD1; 47 | #endif 48 | }; 49 | 50 | float4 _MainTex_ST; 51 | 52 | v2f vert (appdata_t v) 53 | { 54 | v2f o; 55 | o.vertex = UnityObjectToClipPos(v.vertex); 56 | #ifdef SOFTPARTICLES_ON 57 | o.projPos = ComputeScreenPos (o.vertex); 58 | COMPUTE_EYEDEPTH(o.projPos.z); 59 | #endif 60 | o.color = v.color; 61 | o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); 62 | return o; 63 | } 64 | 65 | sampler2D _CameraDepthTexture; 66 | float _InvFade; 67 | 68 | fixed4 frag (v2f i) : COLOR 69 | { 70 | #ifdef SOFTPARTICLES_ON 71 | float sceneZ = LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))); 72 | float partZ = 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-------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2021 Mina Pêcheux 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.cinemachine": "2.6.10", 4 | "com.unity.collab-proxy": "1.9.0", 5 | "com.unity.ide.rider": "2.0.7", 6 | "com.unity.ide.visualstudio": "2.0.11", 7 | "com.unity.ide.vscode": "1.2.3", 8 | "com.unity.test-framework": "1.1.29", 9 | "com.unity.textmeshpro": "3.0.6", 10 | "com.unity.timeline": "1.4.8", 11 | "com.unity.ugui": "1.0.0", 12 | "com.unity.modules.ai": "1.0.0", 13 | "com.unity.modules.androidjni": "1.0.0", 14 | "com.unity.modules.animation": "1.0.0", 15 | 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Visible Meta Files 7 | m_CollabEditorSettings: 8 | inProgressEnabled: 1 9 | -------------------------------------------------------------------------------- /ProjectSettings/XRSettings.asset: -------------------------------------------------------------------------------- 1 | { 2 | "m_SettingKeys": [ 3 | "VR Device Disabled", 4 | "VR Device User Alert" 5 | ], 6 | "m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # [Unity/C#] A simple behaviour tree 2 | 3 | **Mina Pêcheux - November 2021** 4 | 5 | How can we create a simple guard AI using the behaviour tree pattern? Let's discover more in this video/text tutorial: "How to create a simple behaviour tree in less than 30 minutes" :) 6 | 7 | You can read it in text format [on Medium](https://mina-pecheux.medium.com/how-to-create-a-simple-behaviour-tree-in-unity-c-3964c84c060e), or watch it [on Youtube](https://www.youtube.com/watch?v=aR6wt5BlE-E). 8 | 9 | ![thumbnail](imgs/thumbnail.png) 10 | 11 | In this less than 30 minutes-tutorial, I'm discussing what behaviour trees are, why they are often better at modelling complex systems than [finite state machines](https://github.com/MinaPecheux/UnityTutorials-FiniteStateMachines) and how we can apply this classic pattern to the design of a simple guard AI to have it patrol, target enemies and attack! 12 | 13 | This Github repo contains the scripts that are coded in the tutorial, as well as all the resources (imported models, materials, particle systems...) that are used throughout this episode :) 14 | 15 | ![demo](imgs/demo.gif) 16 | -------------------------------------------------------------------------------- /imgs/demo.gif: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/MinaPecheux/UnityTutorials-BehaviourTrees/4af3c6b58076b54b854581747b38990e8055b7c1/imgs/demo.gif -------------------------------------------------------------------------------- /imgs/thumbnail.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/MinaPecheux/UnityTutorials-BehaviourTrees/4af3c6b58076b54b854581747b38990e8055b7c1/imgs/thumbnail.png --------------------------------------------------------------------------------