![planilo](https://user-images.githubusercontent.com/1077394/91163953-be4d8d80-e6a4-11ea-9f86-127a6374235d.png)
A set of tools for designing AI in a visual node editor on unity. Use for:
* Behavior Trees.
* Finite State Machines.
* Implement your own AI graphs.
## Key features
* A visual editor for Behavior Trees, Finite State Machines and the basis to create other types of AI tools.
* AI graphs implemented as reusable scriptable objects, same instance can be run by multiple GameObjects.
* Share data between the Scene an your Behavior Tree using Blackboard variables.
* Ready implemented examples to use as guidance.
* See highlighted nodes in runtime to understand how your AI graphs are running.
* Modularize your AI graphs and execute them as part of nodes of other AI graphs.
* See more in [documentation](https://github.com/jlreymendez/planilo/wiki)
## Road to v0.2.0
As I'm not actively using planilo on any project I have stopped development of planilo for the time being.
I have merged the development branch to master, hoping to encourage people to stop using v0.1.0 which in my opinion has major design flaws.
The only thing that's stopping the release of v0.2.0 is that the samples have bugs coming from either Unity's Assets v2 or xNode.
This was the last thing to convince me that if I ever continue developing this tool I will need to drop xNode to gain control over important parts
of the tool.
### What is changing?
* **Separation of concerns.** Using xNode as a serialization and behaviour builder tool only. Making no assumptions of how runtime execution should be.
* Interface blackboards for behaviours instead of dictionaries.
* Behaviour tree overhaul with new composite nodes Active Selector and Active Sequencer.
## Things left to investigate
* Jobified versions of the AI behaviour.
* Utility based Behaviour Tree.
## v0.1.0
The initial release of planilo had some design flaws which would cause:
* Bugs difficult to track.
* Less control over the flow execution for the user.
* Performance hits due to allocations while using dictionaries for the blackboard variables.
If you still want to have access to planilo v0.1.0 you can find it in the releases page [v0.1.0](https://github.com/jlreymendez/planilo/releases/tag/untagged-e47bab49a17a75565867)
## Installing with Unity Package Manager
*(Requires Unity version 2019.1 or above)*
To install this project as a [Git dependency](https://docs.unity3d.com/Manual/upm-git.html) using the Unity Package Manager,
add the following line to your project's `manifest.json`:
```
"com.github.jlreymendez.planilo": "https://github.com/jlreymendez/planilo.git"
```
NOTE: This will also install the dependencies xNode under the Planilo path.
You will need to have Git installed and available in your system's PATH.
## Acknowledgements:
* [xNode by Siccity](https://github.com/Siccity/xNode)
* [Game-icons.net and Delapouite](https://game-icons.net/1x1/delapouite/choice.html)
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基于 xNode 的工具,用于在 Unity 中设计AI图形,例如行为树和有限状态机_C#_代码_下载
共299个文件
meta:173个
cs:84个
asset:16个
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一组用于在统一的可视节点编辑器中设计 AI 的工具。用于: 行为树。 有限状态机。 实现您自己的 AI 图。 主要特征 行为树、有限状态机的可视化编辑器和创建其他类型人工智能工具的基础。 AI 图形实现为可重用的可编写脚本的对象,同一个实例可以由多个 GameObjects 运行。 使用 Blackboard 变量在场景和行为树之间共享数据。 已实施的示例可用作指导。 查看运行时突出显示的节点以了解您的 AI 图表是如何运行的。 模块化您的 AI 图并将它们作为其他 AI 图的节点的一部分执行。 在文档中查看更多信息 更多详情、使用方法,请下载后阅读README.md文件
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基于 xNode 的工具,用于在 Unity 中设计AI图形,例如行为树和有限状态机_C#_代码_下载 (299个子文件)
Planilo.asmdef 336B
Gatherer-FSM-01.asset 19KB
GathererFSM.asset 19KB
Gatherer-FSM-02.asset 13KB
GathererFetch.asset 11KB
GathererBT-01.asset 9KB
GathererBT-Gathering.asset 9KB
GathererBT-04-Hide.asset 9KB
Gatherer-FSM-04-Hide.asset 9KB
Gatherer-FSM-04.asset 7KB
GathererBT-Rest.asset 6KB
GathererStore.asset 5KB
GathererRest.asset 5KB
GathererBT-04.asset 5KB
GathererBT-04-Work.asset 5KB
GathererBT-02.asset 5KB
GathererBT-03.asset 5KB
GatherersManager.cs 4KB
FiniteStateMachineStateGraphNode.cs 3KB
FiniteStateMachineSubGraphNodeEditor.cs 3KB
FiniteStateMachineSubGraphNode.cs 3KB
FiniteStateMachineStateGraphNodeEditor.cs 3KB
CompositeGraphNode.cs 2KB
SampleController.cs 2KB
FiniteStateMachineGraph.cs 2KB
GathererFSMRunner.cs 2KB
BehaviourTreeGraphNode.cs 2KB
BehaviourTreeGraphNodeEditor.cs 2KB
GathererBTRunner.cs 2KB
BehaviourTreeGraph.cs 2KB
FindResourceGraphNode.cs 2KB
DecoratorGraphNode.cs 1KB
FiniteStateMachine.cs 1KB
BehaviourTreeNodeState.cs 1KB
FindResourceStateGraphNode.cs 1KB
MoveToTargetGraphNode.cs 1KB
BehaviourTreeNode.cs 1KB
RestGraphNode.cs 1KB
ConsumeResourceGraphNode.cs 1KB
ResultReplacerNode.cs 1KB
PickResourceGraphNode.cs 1KB
CompositeNode.cs 1KB
DropResourceGraphNode.cs 1KB
AlarmIsRaisedTransitionGraphNode.cs 1KB
ResourceUnavailableTransitionGraphNode.cs 1KB
CheckNeedsRestGraphNode.cs 1KB
FiniteStateMachineGraphEditor.cs 1019B
Resource.cs 999B
CheckAlarmRaisedGraphNode.cs 932B
DropResourceStateGraphNode.cs 911B
TargetReachedTransitionGraphNode.cs 901B
ResourcePickedTransitionGraphNode.cs 896B
HasRestedTransitionGraphNode.cs 858B
NeedsRestTransitionGraphNode.cs 858B
FoundResourceTransitionGraphNode.cs 852B
BehaviourTreeGraphEditor.cs 838B
GoHomeGraphNode.cs 835B
RestStateGraphNode.cs 798B
PickResourceStateGraphNode.cs 789B
MoveToTargetStateGraphNode.cs 784B
InverterNode.cs 782B
ConsumeResourceStateGraphNode.cs 773B
BehaviourTreeSubGraphNode.cs 730B
ResultReplacerGraphNode.cs 707B
BehaviourTree.cs 661B
FiniteStateMachineTransitionGraphNode.cs 659B
Sequencer.cs 655B
Selector.cs 653B
BehaviourTreeEnumerator.cs 632B
BehaviourDebugger.cs 625B
GoHomeStateGraphNode.cs 599B
DecoratorNode.cs 580B
WaitStateGraphNode.cs 544B
BehaviourTreeSubGraphNodeEditor.cs 511B
FiniteStateMachineGraphNodeEditor.cs 494B
AlwaysTransitionGraphNode.cs 477B
ActiveSelector.cs 461B
FiniteStateMachineState.cs 412B
Gatherer.cs 405B
ActiveSelectorGraphNode.cs 392B
SequencerGraphNode.cs 377B
SelectorGraphNode.cs 374B
InverterGraphNode.cs 372B
FiniteStateMachineRuntimeState.cs 349B
BehaviourTreeState.cs 252B
GathererFSMDebugger.cs 229B
GatherersFSMManager.cs 227B
IBehaviourManager.cs 222B
FiniteStateMachineConnection.cs 210B
GathererBTDebugger.cs 208B
GatherersBTManager.cs 207B
IAIBehaviour.cs 201B
WorldState.cs 192B
IAIBehaviourDebugger.cs 192B
FiniteStateMachineGraphNode.cs 187B
FiniteStateMachineTransition.cs 176B
LeafNode.cs 150B
IAIBehaviourBuilder.cs 136B
LeafGraphNode.cs 128B
BehaviourTreeGraphConnection.cs 109B
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