From 9a8c6aace4d742826c29231764f69d8bfc52b148 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Gencer=20G=C3=BCzelo=C4=9Flu?= <59722791+GencerG@users.noreply.github.com> Date: Wed, 11 Feb 2026 11:50:31 +0300 Subject: [PATCH 1/2] feat: add Unity BT debugger and node naming support Add an in-Editor Behaviour Tree debugger window and runtime glue to support visualization and node naming. - Add BehaviourTreeDebuggerWindow (Editor) that visualizes behaviour trees at runtime: node layout, state colors, active path highlighting, evaluation order, and play-mode refresh/selection handling. - Add BehaviourTreeMono (Runtime) base MonoBehaviour to create and expose a BehaviourTree instance on Awake. - Add Name property and SetName(string) to INode, BehaviourNode, BehaviourRoot and EmptyBehaviourNode so nodes expose readable names (defaulting to type name) for the debugger. - Include Unity .meta files for the new Editor/Runtime files. These changes enable runtime inspection of behaviour trees in the Unity Editor and ensure nodes provide names for clearer visualization. --- .../Editor/BehaviourTreeDebuggerWindow.cs | 768 ++++++++++++++++++ .../BehaviourTreeDebuggerWindow.cs.meta | 2 + .../Runtime/BehaviourTreeMono.cs | 19 + .../Runtime/BehaviourTreeMono.cs.meta | 2 + .../Nodes/BehaviourNode.cs | 11 + .../Nodes/BehaviourRoot.cs | 8 + .../Nodes/EmptyBehaviourNode.cs | 7 + src/GroveGames.BehaviourTree/Nodes/INode.cs | 2 + 8 files changed, 819 insertions(+) create mode 100644 src/GroveGames.BehaviourTree.Unity/Packages/com.grovegames.behaviourtree/Editor/BehaviourTreeDebuggerWindow.cs create mode 100644 src/GroveGames.BehaviourTree.Unity/Packages/com.grovegames.behaviourtree/Editor/BehaviourTreeDebuggerWindow.cs.meta create mode 100644 src/GroveGames.BehaviourTree.Unity/Packages/com.grovegames.behaviourtree/Runtime/BehaviourTreeMono.cs create mode 100644 src/GroveGames.BehaviourTree.Unity/Packages/com.grovegames.behaviourtree/Runtime/BehaviourTreeMono.cs.meta diff --git a/src/GroveGames.BehaviourTree.Unity/Packages/com.grovegames.behaviourtree/Editor/BehaviourTreeDebuggerWindow.cs b/src/GroveGames.BehaviourTree.Unity/Packages/com.grovegames.behaviourtree/Editor/BehaviourTreeDebuggerWindow.cs new file mode 100644 index 0000000..389cf99 --- /dev/null +++ b/src/GroveGames.BehaviourTree.Unity/Packages/com.grovegames.behaviourtree/Editor/BehaviourTreeDebuggerWindow.cs @@ -0,0 +1,768 @@ +using System; +using System.Collections.Generic; +using System.Reflection; + +using UnityEditor; + +using UnityEngine; + +namespace GroveGames.BehaviourTree.Unity.Editor +{ + public sealed class BehaviourTreeDebuggerWindow : EditorWindow + { + private const float LEFT_PANEL_WIDTH = 250f; + private const float NODE_WIDTH = 180f; + private const float NODE_HEIGHT = 40f; + private const float HORIZONTAL_SPACING = 60f; + private const float VERTICAL_SPACING = 20f; + + private List _controllers = new(); + private BehaviourTreeMono _selectedController; + private Vector2 _leftPanelScroll; + private Vector2 _treePanelScroll; + + private GUIStyle _nodeStyleRunning; + private GUIStyle _nodeStyleSuccess; + private GUIStyle _nodeStyleFailure; + private GUIStyle _nodeStyleDefault; + private GUIStyle _selectedButtonStyle; + + private bool _stylesInitialized; + + [MenuItem("Tools/GroveGames/Behaviour Tree Debugger")] + public static void Open() + { + var window = GetWindow("BT Debugger"); + window.minSize = new Vector2(800, 400); + } + + private void OnEnable() + { + EditorApplication.playModeStateChanged += OnPlayModeStateChanged; + EditorApplication.hierarchyChanged += RefreshControllerList; + RefreshControllerList(); + } + + private void OnDisable() + { + EditorApplication.playModeStateChanged -= OnPlayModeStateChanged; + EditorApplication.hierarchyChanged -= RefreshControllerList; + } + + private void OnPlayModeStateChanged(PlayModeStateChange state) + { + RefreshControllerList(); + Repaint(); + } + + private void RefreshControllerList() + { + _controllers.Clear(); + var found = FindObjectsByType(FindObjectsSortMode.None); + _controllers.AddRange(found); + + if (_selectedController != null && !_controllers.Contains(_selectedController)) + { + _selectedController = null; + } + } + + private void InitStyles() + { + if (_stylesInitialized) + { + return; + } + + _nodeStyleRunning = CreateNodeStyle(new Color(0.9f, 0.75f, 0.2f)); + _nodeStyleSuccess = CreateNodeStyle(new Color(0.3f, 0.8f, 0.3f)); + _nodeStyleFailure = CreateNodeStyle(new Color(0.9f, 0.3f, 0.3f)); + _nodeStyleDefault = CreateNodeStyle(new Color(0.4f, 0.4f, 0.4f)); + + _selectedButtonStyle = new GUIStyle(EditorStyles.miniButton) + { + normal = { background = CreateColorTexture(new Color(0.3f, 0.5f, 0.8f)) }, + fontStyle = FontStyle.Bold + }; + + _stylesInitialized = true; + } + + private GUIStyle CreateNodeStyle(Color bgColor) + { + var style = new GUIStyle(EditorStyles.helpBox) + { + alignment = TextAnchor.MiddleCenter, + fontStyle = FontStyle.Bold, + fontSize = 11, + normal = + { + background = CreateColorTexture(bgColor), + textColor = Color.white + }, + border = new RectOffset(4, 4, 4, 4), + padding = new RectOffset(8, 8, 4, 4) + }; + return style; + } + + private Texture2D CreateColorTexture(Color color) + { + var texture = new Texture2D(1, 1); + texture.SetPixel(0, 0, color); + texture.Apply(); + return texture; + } + + private void OnGUI() + { + InitStyles(); + + EditorGUILayout.BeginHorizontal(); + + DrawLeftPanel(); + DrawTreePanel(); + + EditorGUILayout.EndHorizontal(); + + if (Application.isPlaying) + { + Repaint(); + } + } + + private void DrawLeftPanel() + { + EditorGUILayout.BeginVertical(GUILayout.Width(LEFT_PANEL_WIDTH)); + + EditorGUILayout.LabelField("Behaviour Trees", EditorStyles.boldLabel); + EditorGUILayout.Space(5); + + if (GUILayout.Button("Refresh", GUILayout.Height(25))) + { + RefreshControllerList(); + } + + EditorGUILayout.Space(10); + + if (_controllers.Count == 0) + { + EditorGUILayout.HelpBox("No BehaviourTreeController found in scene.", MessageType.Info); + } + else + { + _leftPanelScroll = EditorGUILayout.BeginScrollView(_leftPanelScroll); + + foreach (var controller in _controllers) + { + if (controller == null) + { + continue; + } + + var isSelected = _selectedController == controller; + var style = isSelected ? _selectedButtonStyle : EditorStyles.miniButton; + var label = controller.gameObject.name; + + if (GUILayout.Button(label, style, GUILayout.Height(28))) + { + _selectedController = controller; + Selection.activeGameObject = controller.gameObject; + } + } + + EditorGUILayout.EndScrollView(); + } + + EditorGUILayout.EndVertical(); + + var rect = GUILayoutUtility.GetLastRect(); + EditorGUI.DrawRect(new Rect(rect.xMax, rect.y, 1, rect.height), new Color(0.2f, 0.2f, 0.2f)); + } + + private void DrawTreePanel() + { + EditorGUILayout.BeginVertical(); + + if (_selectedController == null) + { + EditorGUILayout.HelpBox("Select a BehaviourTreeController from the list.", MessageType.Info); + EditorGUILayout.EndVertical(); + return; + } + + if (!Application.isPlaying) + { + EditorGUILayout.HelpBox("Enter Play Mode to see the behaviour tree visualization.", MessageType.Warning); + EditorGUILayout.EndVertical(); + return; + } + + var behaviourTree = _selectedController.Tree; + if (behaviourTree == null) + { + EditorGUILayout.HelpBox("BehaviourTree is not initialized.", MessageType.Warning); + EditorGUILayout.EndVertical(); + return; + } + + _treePanelScroll = EditorGUILayout.BeginScrollView(_treePanelScroll); + + var treeData = ExtractTreeData(behaviourTree); + if (treeData != null) + { + DrawTreeVisualization(treeData); + } + else + { + EditorGUILayout.HelpBox("Could not extract tree data. Check if the BehaviourTree has a valid root.", MessageType.Error); + } + + EditorGUILayout.EndScrollView(); + EditorGUILayout.EndVertical(); + } + + private NodeData ExtractTreeData(object behaviourTree) + { + try + { + var rootProperty = behaviourTree.GetType().GetProperty("Root", BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public); + if (rootProperty == null) + { + return null; + } + + var root = rootProperty.GetValue(behaviourTree); + if (root == null) + { + return null; + } + + return ExtractNodeData(root, 0); + } + catch (Exception e) + { + Debug.LogError($"Error extracting tree data: {e.Message}"); + return null; + } + } + + private NodeData ExtractNodeData(object node, int depth, NodeData parent = null) + { + if (node == null) + { + return null; + } + + var nodeData = new NodeData + { + Name = GetNodeName(node), + State = GetNodeState(node), + Depth = depth, + Children = new List(), + Parent = parent + }; + + var children = GetNodeChildren(node); + if (children != null) + { + foreach (var child in children) + { + var childData = ExtractNodeData(child, depth + 1, nodeData); + if (childData != null) + { + nodeData.Children.Add(childData); + } + } + } + + return nodeData; + } + + private void CalculateActivePath(NodeData root) + { + // First, correct stale states (children of non-running parents should not show as running) + CorrectStaleStates(root); + + // Reset all nodes + ResetActivePath(root); + + // Find the deepest running or most recently evaluated node + var activeLeaf = FindActiveLeaf(root); + if (activeLeaf == null) + { + return; + } + + // Mark path from active leaf to root + var current = activeLeaf; + while (current != null) + { + current.IsOnActivePath = true; + current = current.Parent; + } + + // Calculate evaluation order + var order = 1; + CalculateEvaluationOrder(root, ref order); + } + + private void CorrectStaleStates(NodeData node, bool parentIsActive = true) + { + // If parent is not active (Failure, None, or Success without Running children), + // then this node's Running state is stale + if (!parentIsActive && node.State == NodeState.Running) + { + node.State = NodeState.None; + } + + // Determine if this node is "active" for its children + // A node is active if it's Running, or if it's the root + var isActiveForChildren = node.State == NodeState.Running || node.Parent == null; + + // For Selector/Sequence that succeeded, only the path that led to success is valid + // Children showing Running when parent is Success are stale + if (node.State == NodeState.Success || node.State == NodeState.Failure || node.State == NodeState.None) + { + isActiveForChildren = false; + } + + foreach (var child in node.Children) + { + CorrectStaleStates(child, isActiveForChildren); + } + } + + private void ResetActivePath(NodeData node) + { + node.IsOnActivePath = false; + node.EvaluationOrder = 0; + foreach (var child in node.Children) + { + ResetActivePath(child); + } + } + + private NodeData FindActiveLeaf(NodeData node) + { + // Only follow SUCCESS or RUNNING paths - FAILURE means "tried and failed, moved on" + if (node.State != NodeState.Success && node.State != NodeState.Running) + { + return null; + } + + // If this node is RUNNING, it's the active leaf + if (node.State == NodeState.Running) + { + // But first check if any child is also running (deeper in the tree) + foreach (var child in node.Children) + { + var result = FindActiveLeaf(child); + if (result != null) + { + return result; + } + } + // No running child, this is the active leaf + return node; + } + + // For SUCCESS nodes, check children for RUNNING or SUCCESS + foreach (var child in node.Children) + { + var result = FindActiveLeaf(child); + if (result != null) + { + return result; + } + } + + // SUCCESS leaf node (no children or all children are None/Failure) + if (node.Children.Count == 0 || node.Children.TrueForAll(c => c.State == NodeState.None || c.State == NodeState.Failure)) + { + return node; + } + + return null; + } + + private void CalculateEvaluationOrder(NodeData node, ref int order) + { + if (node.State != NodeState.None) + { + node.EvaluationOrder = order++; + } + + foreach (var child in node.Children) + { + CalculateEvaluationOrder(child, ref order); + } + } + + private string GetNodeName(object node) + { + var typeName = node.GetType().Name; + + var nameProperty = node.GetType().GetProperty("Name", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic); + if (nameProperty != null) + { + var name = nameProperty.GetValue(node) as string; + if (!string.IsNullOrEmpty(name)) + { + return name; + } + } + + return typeName; + } + + private NodeState GetNodeState(object node) + { + // Try property first + var stateProperty = FindPropertyInHierarchy(node.GetType(), "State"); + if (stateProperty != null) + { + var state = stateProperty.GetValue(node); + return ParseNodeState(state); + } + + // Try _nodeState field (used in GroveGames.BehaviourTree) + var nodeStateField = FindFieldInHierarchy(node.GetType(), "_nodeState"); + if (nodeStateField != null) + { + var stateValue = nodeStateField.GetValue(node); + return ParseNodeState(stateValue); + } + + // Try _state field + var stateField = FindFieldInHierarchy(node.GetType(), "_state"); + if (stateField != null) + { + var stateValue = stateField.GetValue(node); + return ParseNodeState(stateValue); + } + + return NodeState.None; + } + + private NodeState ParseNodeState(object state) + { + if (state == null) + { + return NodeState.None; + } + + var stateStr = state.ToString().ToLower(); + return stateStr switch + { + "running" => NodeState.Running, + "success" => NodeState.Success, + "failure" => NodeState.Failure, + _ => NodeState.None + }; + } + + private IEnumerable GetNodeChildren(object node) + { + // Try to find _children field (for Composite nodes like Selector, Sequence) + var childrenField = FindFieldInHierarchy(node.GetType(), "_children"); + if (childrenField != null) + { + var children = childrenField.GetValue(node); + if (children is System.Collections.IEnumerable enumerable) + { + foreach (var child in enumerable) + { + if (IsValidNode(child)) + { + yield return child; + } + } + yield break; + } + } + + // Try to find Children property + var childrenProperty = FindPropertyInHierarchy(node.GetType(), "Children"); + if (childrenProperty != null) + { + var children = childrenProperty.GetValue(node); + if (children is System.Collections.IEnumerable enumerable) + { + foreach (var child in enumerable) + { + if (IsValidNode(child)) + { + yield return child; + } + } + yield break; + } + } + + // Try to find _child field (for Decorator nodes like Conditional, Succeeder) + var childField = FindFieldInHierarchy(node.GetType(), "_child"); + if (childField != null) + { + var child = childField.GetValue(node); + if (IsValidNode(child)) + { + yield return child; + } + yield break; + } + + // Try to find Child property + var childProperty = FindPropertyInHierarchy(node.GetType(), "Child"); + if (childProperty != null) + { + var child = childProperty.GetValue(node); + if (IsValidNode(child)) + { + yield return child; + } + } + } + + private FieldInfo FindFieldInHierarchy(Type type, string fieldName) + { + var currentType = type; + while (currentType != null && currentType != typeof(object)) + { + var field = currentType.GetField(fieldName, BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public); + if (field != null) + { + return field; + } + currentType = currentType.BaseType; + } + return null; + } + + private PropertyInfo FindPropertyInHierarchy(Type type, string propertyName) + { + var currentType = type; + while (currentType != null && currentType != typeof(object)) + { + var property = currentType.GetProperty(propertyName, BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public); + if (property != null) + { + return property; + } + currentType = currentType.BaseType; + } + return null; + } + + private bool IsValidNode(object node) + { + if (node == null) + { + return false; + } + + // Filter out BehaviourNode.Empty and similar empty/null object patterns + var typeName = node.GetType().Name; + if (typeName.Contains("Empty") || typeName.Contains("Null") || typeName == "EmptyNode") + { + return false; + } + + return true; + } + + private void DrawTreeVisualization(NodeData rootNode) + { + // Calculate active evaluation path + CalculateActivePath(rootNode); + + var positions = new Dictionary(); + CalculateNodePositions(rootNode, positions, 0, 0); + + float maxX = 0; + float maxY = 0; + foreach (var pos in positions.Values) + { + maxX = Mathf.Max(maxX, pos.x + NODE_WIDTH); + maxY = Mathf.Max(maxY, pos.y + NODE_HEIGHT); + } + + // Calculate available space and center the tree vertically + var availableHeight = position.height - 100; + var treeHeight = maxY + 50; + var verticalOffset = Mathf.Max(20, (availableHeight - treeHeight) / 2); + + var areaRect = GUILayoutUtility.GetRect(maxX + 50, Mathf.Max(maxY + 50, availableHeight)); + + var offsetRect = new Rect(areaRect.x, areaRect.y + verticalOffset, areaRect.width, areaRect.height); + GUI.BeginGroup(offsetRect); + + // Draw connections - inactive first, then active on top + foreach (var kvp in positions) + { + var node = kvp.Key; + var pos = kvp.Value; + + foreach (var child in node.Children) + { + if (positions.TryGetValue(child, out var childPos)) + { + var isActivePath = node.IsOnActivePath && child.IsOnActivePath; + if (isActivePath) continue; // Draw active paths later + + DrawConnection(pos, childPos, new Color(0.4f, 0.4f, 0.4f), 2f); + } + } + } + + // Draw active path connections on top with glow effect + foreach (var kvp in positions) + { + var node = kvp.Key; + var pos = kvp.Value; + + foreach (var child in node.Children) + { + if (positions.TryGetValue(child, out var childPos)) + { + var isActivePath = node.IsOnActivePath && child.IsOnActivePath; + if (!isActivePath) continue; + + // Glow effect - draw wider line behind + var glowColor = new Color(0.3f, 0.8f, 1f, 0.3f); + DrawConnection(pos, childPos, glowColor, 8f); + + // Main active path line + var activeColor = new Color(0.3f, 0.8f, 1f); + DrawConnection(pos, childPos, activeColor, 3f); + } + } + } + + // Draw nodes + foreach (var kvp in positions) + { + var node = kvp.Key; + var pos = kvp.Value; + var nodeRect = new Rect(pos.x, pos.y, NODE_WIDTH, NODE_HEIGHT); + + var style = node.State switch + { + NodeState.Running => _nodeStyleRunning, + NodeState.Success => _nodeStyleSuccess, + NodeState.Failure => _nodeStyleFailure, + _ => _nodeStyleDefault + }; + + // Draw glow for active path nodes + if (node.IsOnActivePath && node.State != NodeState.None) + { + var glowRect = new Rect(nodeRect.x - 3, nodeRect.y - 3, nodeRect.width + 6, nodeRect.height + 6); + EditorGUI.DrawRect(glowRect, new Color(0.3f, 0.8f, 1f, 0.4f)); + } + + // Pulsing effect for Running nodes + if (node.State == NodeState.Running) + { + var pulse = Mathf.Sin((float)EditorApplication.timeSinceStartup * 4f) * 0.5f + 0.5f; + var pulseRect = new Rect(nodeRect.x - 2 - pulse * 3, nodeRect.y - 2 - pulse * 3, + nodeRect.width + 4 + pulse * 6, nodeRect.height + 4 + pulse * 6); + EditorGUI.DrawRect(pulseRect, new Color(1f, 0.9f, 0.2f, 0.3f * pulse)); + } + + GUI.Box(nodeRect, node.Name, style); + + // State indicator + var indicatorRect = new Rect(nodeRect.x + 5, nodeRect.y + 5, 10, 10); + var indicatorColor = node.State switch + { + NodeState.Running => new Color(1f, 0.9f, 0.2f), + NodeState.Success => new Color(0.2f, 1f, 0.2f), + NodeState.Failure => new Color(1f, 0.2f, 0.2f), + _ => new Color(0.5f, 0.5f, 0.5f) + }; + EditorGUI.DrawRect(indicatorRect, indicatorColor); + + // Evaluation order number + if (node.EvaluationOrder > 0) + { + var orderRect = new Rect(nodeRect.xMax - 20, nodeRect.y + 5, 15, 15); + var orderStyle = new GUIStyle(EditorStyles.miniLabel) + { + alignment = TextAnchor.MiddleCenter, + normal = { textColor = Color.white }, + fontStyle = FontStyle.Bold, + fontSize = 9 + }; + EditorGUI.DrawRect(orderRect, new Color(0.2f, 0.2f, 0.2f, 0.8f)); + GUI.Label(orderRect, node.EvaluationOrder.ToString(), orderStyle); + } + } + + GUI.EndGroup(); + } + + private void DrawConnection(Vector2 startPos, Vector2 endPos, Color color, float width) + { + var startPoint = new Vector3(startPos.x + NODE_WIDTH, startPos.y + NODE_HEIGHT / 2, 0); + var endPoint = new Vector3(endPos.x, endPos.y + NODE_HEIGHT / 2, 0); + var midX = (startPoint.x + endPoint.x) / 2; + + Handles.BeginGUI(); + Handles.color = color; + Handles.DrawAAPolyLine(width, + startPoint, + new Vector3(midX, startPoint.y, 0), + new Vector3(midX, endPoint.y, 0), + endPoint + ); + Handles.EndGUI(); + } + + private float CalculateNodePositions(NodeData node, Dictionary positions, int depth, float yOffset) + { + var x = 20 + depth * (NODE_WIDTH + HORIZONTAL_SPACING); + + if (node.Children.Count == 0) + { + positions[node] = new Vector2(x, yOffset); + return yOffset + NODE_HEIGHT + VERTICAL_SPACING; + } + + var startY = yOffset; + var currentY = yOffset; + + foreach (var child in node.Children) + { + currentY = CalculateNodePositions(child, positions, depth + 1, currentY); + } + + var firstChildY = positions[node.Children[0]].y; + var lastChildY = positions[node.Children[^1]].y; + var centerY = (firstChildY + lastChildY) / 2; + + positions[node] = new Vector2(x, centerY); + + return currentY; + } + + private class NodeData + { + public string Name; + public NodeState State; + public int Depth; + public List Children; + public NodeData Parent; + public bool IsOnActivePath; + public int EvaluationOrder; + } + + private enum NodeState + { + None, + Running, + Success, + Failure + } + } +} diff --git a/src/GroveGames.BehaviourTree.Unity/Packages/com.grovegames.behaviourtree/Editor/BehaviourTreeDebuggerWindow.cs.meta b/src/GroveGames.BehaviourTree.Unity/Packages/com.grovegames.behaviourtree/Editor/BehaviourTreeDebuggerWindow.cs.meta new file mode 100644 index 0000000..a0e743d --- /dev/null +++ b/src/GroveGames.BehaviourTree.Unity/Packages/com.grovegames.behaviourtree/Editor/BehaviourTreeDebuggerWindow.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 0565d743c95a5b4428668cc699c5ad9f \ No newline at end of file diff --git a/src/GroveGames.BehaviourTree.Unity/Packages/com.grovegames.behaviourtree/Runtime/BehaviourTreeMono.cs b/src/GroveGames.BehaviourTree.Unity/Packages/com.grovegames.behaviourtree/Runtime/BehaviourTreeMono.cs new file mode 100644 index 0000000..020072d --- /dev/null +++ b/src/GroveGames.BehaviourTree.Unity/Packages/com.grovegames.behaviourtree/Runtime/BehaviourTreeMono.cs @@ -0,0 +1,19 @@ +using GroveGames.BehaviourTree.Collections; +using UnityEngine; + +namespace GroveGames.BehaviourTree.Unity +{ + public abstract class BehaviourTreeMono : MonoBehaviour + { + protected BehaviourTree _tree; + public BehaviourTree Tree => _tree; + + protected abstract BehaviourTree CreateTree(Blackboard blackboard); + + protected virtual void Awake() + { + var blackboard = new Blackboard(); + _tree = CreateTree(blackboard); + } + } +} \ No newline at end of file diff --git a/src/GroveGames.BehaviourTree.Unity/Packages/com.grovegames.behaviourtree/Runtime/BehaviourTreeMono.cs.meta b/src/GroveGames.BehaviourTree.Unity/Packages/com.grovegames.behaviourtree/Runtime/BehaviourTreeMono.cs.meta new file mode 100644 index 0000000..005b047 --- /dev/null +++ b/src/GroveGames.BehaviourTree.Unity/Packages/com.grovegames.behaviourtree/Runtime/BehaviourTreeMono.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 279db55d2a859784683ae6f4eb905cb2 \ No newline at end of file diff --git a/src/GroveGames.BehaviourTree/Nodes/BehaviourNode.cs b/src/GroveGames.BehaviourTree/Nodes/BehaviourNode.cs index c842bcd..d37c39d 100644 --- a/src/GroveGames.BehaviourTree/Nodes/BehaviourNode.cs +++ b/src/GroveGames.BehaviourTree/Nodes/BehaviourNode.cs @@ -7,11 +7,18 @@ public abstract class BehaviourNode : INode public static readonly INode Empty = new EmptyBehaviourNode(); private IParent _parent = null!; + private string _name; protected NodeState _nodeState; protected IParent Parent => _parent; public IBlackboard Blackboard => _parent.Blackboard; public NodeState State => _nodeState; + public string Name => _name; + + public BehaviourNode() + { + _name = GetType().Name; + } public virtual void SetParent(IParent parent) { @@ -42,4 +49,8 @@ public virtual void EndEvaluate() { } + public void SetName(string name) + { + _name = name; + } } diff --git a/src/GroveGames.BehaviourTree/Nodes/BehaviourRoot.cs b/src/GroveGames.BehaviourTree/Nodes/BehaviourRoot.cs index 9effb90..a839a0b 100644 --- a/src/GroveGames.BehaviourTree/Nodes/BehaviourRoot.cs +++ b/src/GroveGames.BehaviourTree/Nodes/BehaviourRoot.cs @@ -7,14 +7,17 @@ public sealed class BehaviourRoot : IRoot private readonly IBlackboard _blackboard; private INode _child; private NodeState _nodeState; + private string _name; public IBlackboard Blackboard => _blackboard; public NodeState State => _nodeState; + public string Name => _name; public BehaviourRoot(IBlackboard blackboard) { _blackboard = blackboard; _child = BehaviourNode.Empty; + _name = GetType().Name; } public NodeState Evaluate(float deltaTime) @@ -64,4 +67,9 @@ public void SetParent(IParent parent) { } + + public void SetName(string name) + { + _name = name; + } } diff --git a/src/GroveGames.BehaviourTree/Nodes/EmptyBehaviourNode.cs b/src/GroveGames.BehaviourTree/Nodes/EmptyBehaviourNode.cs index 8995c87..160fb64 100644 --- a/src/GroveGames.BehaviourTree/Nodes/EmptyBehaviourNode.cs +++ b/src/GroveGames.BehaviourTree/Nodes/EmptyBehaviourNode.cs @@ -4,6 +4,8 @@ public sealed class EmptyBehaviourNode : INode { public NodeState State => NodeState.Failure; + public string Name => string.Empty; + public NodeState Evaluate(float deltaTime) { return NodeState.Failure; @@ -33,4 +35,9 @@ public void SetParent(IParent parent) { } + + public void SetName(string name) + { + + } } diff --git a/src/GroveGames.BehaviourTree/Nodes/INode.cs b/src/GroveGames.BehaviourTree/Nodes/INode.cs index 6f5c28f..f1ef68c 100644 --- a/src/GroveGames.BehaviourTree/Nodes/INode.cs +++ b/src/GroveGames.BehaviourTree/Nodes/INode.cs @@ -8,5 +8,7 @@ public interface INode public void StartEvaluate(); public void EndEvaluate(); public void SetParent(IParent parent); + public void SetName(string name); public NodeState State { get; } + public string Name { get; } } From 98a5ed76d3059627e6173f1cf3afed20ccd8ea51 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Gencer=20G=C3=BCzelo=C4=9Flu?= <59722791+GencerG@users.noreply.github.com> Date: Wed, 11 Feb 2026 12:03:02 +0300 Subject: [PATCH 2/2] feat: add Name and SetName to test nodes Add a Name property and SetName(string) method stubs to the test node/root classes across the unit tests to satisfy an updated INode/IRoot interface. The Name property returns an empty string and SetName is a no-op in most test classes (TestRoot's SetName throws NotImplementedException). Updates apply to multiple files under tests/GroveGames.BehaviourTree.Tests (Composites, Decorators, RootTests, TreeTests) to prevent compilation errors after the interface change. --- .../Nodes/Composites/CompositeTests.cs | 6 ++++++ .../Nodes/Composites/ParallelTests.cs | 6 ++++++ .../Nodes/Composites/SelectorTests.cs | 6 ++++++ .../Nodes/Composites/SequenceTests.cs | 6 ++++++ .../Nodes/Decorators/AbortTests.cs | 6 ++++++ .../Nodes/Decorators/ConditionalTests.cs | 6 ++++++ .../Nodes/Decorators/CooldownTests.cs | 6 ++++++ .../Nodes/Decorators/DecoratorTests.cs | 6 ++++++ .../Nodes/Decorators/DelayerTests.cs | 6 ++++++ .../Nodes/Decorators/FailerTests.cs | 6 ++++++ .../Nodes/Decorators/InverterTests.cs | 6 ++++++ .../Nodes/Decorators/RepeaterTests.cs | 6 ++++++ .../Nodes/Decorators/ResetTests.cs | 6 ++++++ .../Nodes/Decorators/SucceederTests.cs | 6 ++++++ .../Nodes/Decorators/SuccessOnceTests.cs | 6 ++++++ tests/GroveGames.BehaviourTree.Tests/Nodes/RootTests.cs | 6 ++++++ tests/GroveGames.BehaviourTree.Tests/TreeTests.cs | 7 +++++++ 17 files changed, 103 insertions(+) diff --git a/tests/GroveGames.BehaviourTree.Tests/Nodes/Composites/CompositeTests.cs b/tests/GroveGames.BehaviourTree.Tests/Nodes/Composites/CompositeTests.cs index 7615ecf..cc3ea9f 100644 --- a/tests/GroveGames.BehaviourTree.Tests/Nodes/Composites/CompositeTests.cs +++ b/tests/GroveGames.BehaviourTree.Tests/Nodes/Composites/CompositeTests.cs @@ -50,6 +50,8 @@ private sealed class TestNode : INode public int ResetCallCount { get; private set; } public NodeState State { get; set; } = NodeState.Success; + public string Name => string.Empty; + public NodeState Evaluate(float deltaTime) => State; public void Reset() @@ -61,6 +63,10 @@ public void Abort() { } public void StartEvaluate() { } public void EndEvaluate() { } public void SetParent(IParent parent) { } + + public void SetName(string name) + { + } } [Fact] diff --git a/tests/GroveGames.BehaviourTree.Tests/Nodes/Composites/ParallelTests.cs b/tests/GroveGames.BehaviourTree.Tests/Nodes/Composites/ParallelTests.cs index f435a67..5295275 100644 --- a/tests/GroveGames.BehaviourTree.Tests/Nodes/Composites/ParallelTests.cs +++ b/tests/GroveGames.BehaviourTree.Tests/Nodes/Composites/ParallelTests.cs @@ -21,12 +21,18 @@ private sealed class TestNode : INode public NodeState ReturnState { get; set; } = NodeState.Success; public NodeState State => ReturnState; + public string Name => string.Empty; + public NodeState Evaluate(float deltaTime) => ReturnState; public void Reset() { } public void Abort() { } public void StartEvaluate() { } public void EndEvaluate() { } public void SetParent(IParent parent) { } + + public void SetName(string name) + { + } } private sealed class TestParent : IParent diff --git a/tests/GroveGames.BehaviourTree.Tests/Nodes/Composites/SelectorTests.cs b/tests/GroveGames.BehaviourTree.Tests/Nodes/Composites/SelectorTests.cs index 77d29eb..a4dde37 100644 --- a/tests/GroveGames.BehaviourTree.Tests/Nodes/Composites/SelectorTests.cs +++ b/tests/GroveGames.BehaviourTree.Tests/Nodes/Composites/SelectorTests.cs @@ -23,6 +23,8 @@ private sealed class TestNode : INode public NodeState ReturnState { get; set; } = NodeState.Success; public NodeState State => ReturnState; + public string Name => string.Empty; + public NodeState Evaluate(float deltaTime) { EvaluateCount++; @@ -34,6 +36,10 @@ public void Reset() { } public void StartEvaluate() { } public void EndEvaluate() { } public void SetParent(IParent parent) { } + + public void SetName(string name) + { + } } private sealed class TestParent : IParent diff --git a/tests/GroveGames.BehaviourTree.Tests/Nodes/Composites/SequenceTests.cs b/tests/GroveGames.BehaviourTree.Tests/Nodes/Composites/SequenceTests.cs index bfd99df..f02da45 100644 --- a/tests/GroveGames.BehaviourTree.Tests/Nodes/Composites/SequenceTests.cs +++ b/tests/GroveGames.BehaviourTree.Tests/Nodes/Composites/SequenceTests.cs @@ -20,6 +20,8 @@ private sealed class TestNode : INode public NodeState ReturnState { get; set; } = NodeState.Success; public NodeState State => ReturnState; + public string Name => string.Empty; + public NodeState Evaluate(float deltaTime) { EvaluateCount++; @@ -31,6 +33,10 @@ public void Abort() { } public void StartEvaluate() { } public void EndEvaluate() { } public void SetParent(IParent parent) { } + + public void SetName(string name) + { + } } private sealed class TestParent : IParent diff --git a/tests/GroveGames.BehaviourTree.Tests/Nodes/Decorators/AbortTests.cs b/tests/GroveGames.BehaviourTree.Tests/Nodes/Decorators/AbortTests.cs index 86c3c94..7c96134 100644 --- a/tests/GroveGames.BehaviourTree.Tests/Nodes/Decorators/AbortTests.cs +++ b/tests/GroveGames.BehaviourTree.Tests/Nodes/Decorators/AbortTests.cs @@ -21,6 +21,8 @@ private sealed class TestNode : INode public NodeState ReturnState { get; set; } = NodeState.Success; public NodeState State => ReturnState; + public string Name => string.Empty; + public NodeState Evaluate(float deltaTime) { EvaluateCount++; @@ -32,6 +34,10 @@ public void Reset() { } public void StartEvaluate() { } public void EndEvaluate() { } public void SetParent(IParent parent) { } + + public void SetName(string name) + { + } } private sealed class TestParent : IParent diff --git a/tests/GroveGames.BehaviourTree.Tests/Nodes/Decorators/ConditionalTests.cs b/tests/GroveGames.BehaviourTree.Tests/Nodes/Decorators/ConditionalTests.cs index 764021b..da283c9 100644 --- a/tests/GroveGames.BehaviourTree.Tests/Nodes/Decorators/ConditionalTests.cs +++ b/tests/GroveGames.BehaviourTree.Tests/Nodes/Decorators/ConditionalTests.cs @@ -20,6 +20,8 @@ private sealed class TestNode : INode public NodeState ReturnState { get; set; } = NodeState.Success; public NodeState State => ReturnState; + public string Name => string.Empty; + public NodeState Evaluate(float deltaTime) { EvaluateCount++; @@ -31,6 +33,10 @@ public void Abort() { } public void StartEvaluate() { } public void EndEvaluate() { } public void SetParent(IParent parent) { } + + public void SetName(string name) + { + } } private sealed class TestParent : IParent diff --git a/tests/GroveGames.BehaviourTree.Tests/Nodes/Decorators/CooldownTests.cs b/tests/GroveGames.BehaviourTree.Tests/Nodes/Decorators/CooldownTests.cs index 7aacd05..bd8e10b 100644 --- a/tests/GroveGames.BehaviourTree.Tests/Nodes/Decorators/CooldownTests.cs +++ b/tests/GroveGames.BehaviourTree.Tests/Nodes/Decorators/CooldownTests.cs @@ -20,6 +20,8 @@ private sealed class TestNode : INode public NodeState ReturnState { get; set; } = NodeState.Success; public NodeState State => ReturnState; + public string Name => string.Empty; + public NodeState Evaluate(float deltaTime) { EvaluateCount++; @@ -31,6 +33,10 @@ public void Abort() { } public void StartEvaluate() { } public void EndEvaluate() { } public void SetParent(IParent parent) { } + + public void SetName(string name) + { + } } private sealed class TestParent : IParent diff --git a/tests/GroveGames.BehaviourTree.Tests/Nodes/Decorators/DecoratorTests.cs b/tests/GroveGames.BehaviourTree.Tests/Nodes/Decorators/DecoratorTests.cs index 7677f1c..cf0894c 100644 --- a/tests/GroveGames.BehaviourTree.Tests/Nodes/Decorators/DecoratorTests.cs +++ b/tests/GroveGames.BehaviourTree.Tests/Nodes/Decorators/DecoratorTests.cs @@ -22,6 +22,8 @@ private sealed class TestNode : INode public float LastDeltaTime { get; private set; } public NodeState State => NodeState.Success; + public string Name => string.Empty; + public NodeState Evaluate(float deltaTime) { EvaluateCount++; @@ -34,6 +36,10 @@ public NodeState Evaluate(float deltaTime) public void StartEvaluate() { } public void EndEvaluate() { } public void SetParent(IParent parent) { } + + public void SetName(string name) + { + } } private sealed class TestParent : IParent diff --git a/tests/GroveGames.BehaviourTree.Tests/Nodes/Decorators/DelayerTests.cs b/tests/GroveGames.BehaviourTree.Tests/Nodes/Decorators/DelayerTests.cs index 19920ae..530eae4 100644 --- a/tests/GroveGames.BehaviourTree.Tests/Nodes/Decorators/DelayerTests.cs +++ b/tests/GroveGames.BehaviourTree.Tests/Nodes/Decorators/DelayerTests.cs @@ -20,6 +20,8 @@ private sealed class TestNode : INode public NodeState ReturnState { get; set; } = NodeState.Success; public NodeState State => ReturnState; + public string Name => string.Empty; + public NodeState Evaluate(float deltaTime) { EvaluateCount++; @@ -31,6 +33,10 @@ public void Abort() { } public void StartEvaluate() { } public void EndEvaluate() { } public void SetParent(IParent parent) { } + + public void SetName(string name) + { + } } private sealed class TestParent : IParent diff --git a/tests/GroveGames.BehaviourTree.Tests/Nodes/Decorators/FailerTests.cs b/tests/GroveGames.BehaviourTree.Tests/Nodes/Decorators/FailerTests.cs index 45c9570..94b2174 100644 --- a/tests/GroveGames.BehaviourTree.Tests/Nodes/Decorators/FailerTests.cs +++ b/tests/GroveGames.BehaviourTree.Tests/Nodes/Decorators/FailerTests.cs @@ -20,6 +20,8 @@ private sealed class TestNode : INode public NodeState ReturnState { get; set; } = NodeState.Success; public NodeState State => ReturnState; + public string Name => string.Empty; + public NodeState Evaluate(float deltaTime) { EvaluateCount++; @@ -31,6 +33,10 @@ public void Abort() { } public void StartEvaluate() { } public void EndEvaluate() { } public void SetParent(IParent parent) { } + + public void SetName(string name) + { + } } private sealed class TestParent : IParent diff --git a/tests/GroveGames.BehaviourTree.Tests/Nodes/Decorators/InverterTests.cs b/tests/GroveGames.BehaviourTree.Tests/Nodes/Decorators/InverterTests.cs index 6e2006e..978253b 100644 --- a/tests/GroveGames.BehaviourTree.Tests/Nodes/Decorators/InverterTests.cs +++ b/tests/GroveGames.BehaviourTree.Tests/Nodes/Decorators/InverterTests.cs @@ -20,6 +20,8 @@ private sealed class TestNode : INode public NodeState ReturnState { get; set; } = NodeState.Success; public NodeState State => ReturnState; + public string Name => string.Empty; + public NodeState Evaluate(float deltaTime) { EvaluateCount++; @@ -31,6 +33,10 @@ public void Abort() { } public void StartEvaluate() { } public void EndEvaluate() { } public void SetParent(IParent parent) { } + + public void SetName(string name) + { + } } private sealed class TestParent : IParent diff --git a/tests/GroveGames.BehaviourTree.Tests/Nodes/Decorators/RepeaterTests.cs b/tests/GroveGames.BehaviourTree.Tests/Nodes/Decorators/RepeaterTests.cs index edfcd8e..985e60f 100644 --- a/tests/GroveGames.BehaviourTree.Tests/Nodes/Decorators/RepeaterTests.cs +++ b/tests/GroveGames.BehaviourTree.Tests/Nodes/Decorators/RepeaterTests.cs @@ -20,6 +20,8 @@ private sealed class TestNode : INode public NodeState ReturnState { get; set; } = NodeState.Success; public NodeState State => ReturnState; + public string Name => string.Empty; + public NodeState Evaluate(float deltaTime) { EvaluateCount++; @@ -31,6 +33,10 @@ public void Abort() { } public void StartEvaluate() { } public void EndEvaluate() { } public void SetParent(IParent parent) { } + + public void SetName(string name) + { + } } private sealed class TestParent : IParent diff --git a/tests/GroveGames.BehaviourTree.Tests/Nodes/Decorators/ResetTests.cs b/tests/GroveGames.BehaviourTree.Tests/Nodes/Decorators/ResetTests.cs index dd820b1..ae4822b 100644 --- a/tests/GroveGames.BehaviourTree.Tests/Nodes/Decorators/ResetTests.cs +++ b/tests/GroveGames.BehaviourTree.Tests/Nodes/Decorators/ResetTests.cs @@ -21,6 +21,8 @@ private sealed class TestNode : INode public NodeState ReturnState { get; set; } = NodeState.Success; public NodeState State => ReturnState; + public string Name => string.Empty; + public NodeState Evaluate(float deltaTime) { EvaluateCount++; @@ -32,6 +34,10 @@ public void Abort() { } public void StartEvaluate() { } public void EndEvaluate() { } public void SetParent(IParent parent) { } + + public void SetName(string name) + { + } } private sealed class TestParent : IParent diff --git a/tests/GroveGames.BehaviourTree.Tests/Nodes/Decorators/SucceederTests.cs b/tests/GroveGames.BehaviourTree.Tests/Nodes/Decorators/SucceederTests.cs index 5eb6f27..565fe2b 100644 --- a/tests/GroveGames.BehaviourTree.Tests/Nodes/Decorators/SucceederTests.cs +++ b/tests/GroveGames.BehaviourTree.Tests/Nodes/Decorators/SucceederTests.cs @@ -20,6 +20,8 @@ private sealed class TestNode : INode public NodeState ReturnState { get; set; } = NodeState.Success; public NodeState State => ReturnState; + public string Name => string.Empty; + public NodeState Evaluate(float deltaTime) { EvaluateCount++; @@ -31,6 +33,10 @@ public void Abort() { } public void StartEvaluate() { } public void EndEvaluate() { } public void SetParent(IParent parent) { } + + public void SetName(string name) + { + } } private sealed class TestParent : IParent diff --git a/tests/GroveGames.BehaviourTree.Tests/Nodes/Decorators/SuccessOnceTests.cs b/tests/GroveGames.BehaviourTree.Tests/Nodes/Decorators/SuccessOnceTests.cs index 7b7c7de..edd6562 100644 --- a/tests/GroveGames.BehaviourTree.Tests/Nodes/Decorators/SuccessOnceTests.cs +++ b/tests/GroveGames.BehaviourTree.Tests/Nodes/Decorators/SuccessOnceTests.cs @@ -20,6 +20,8 @@ private sealed class TestNode : INode public NodeState ReturnState { get; set; } = NodeState.Success; public NodeState State => ReturnState; + public string Name => string.Empty; + public NodeState Evaluate(float deltaTime) { EvaluateCount++; @@ -31,6 +33,10 @@ public void Abort() { } public void StartEvaluate() { } public void EndEvaluate() { } public void SetParent(IParent parent) { } + + public void SetName(string name) + { + } } private sealed class TestParent : IParent diff --git a/tests/GroveGames.BehaviourTree.Tests/Nodes/RootTests.cs b/tests/GroveGames.BehaviourTree.Tests/Nodes/RootTests.cs index 02571d4..7adc2ef 100644 --- a/tests/GroveGames.BehaviourTree.Tests/Nodes/RootTests.cs +++ b/tests/GroveGames.BehaviourTree.Tests/Nodes/RootTests.cs @@ -22,6 +22,8 @@ private sealed class TestNode : INode public float LastDeltaTime { get; private set; } public NodeState State { get; set; } = NodeState.Success; + public string Name => string.Empty; + public NodeState Evaluate(float deltaTime) { EvaluateCallCount++; @@ -50,6 +52,10 @@ public void EndEvaluate() public void SetParent(IParent parent) { } + + public void SetName(string name) + { + } } [Fact] diff --git a/tests/GroveGames.BehaviourTree.Tests/TreeTests.cs b/tests/GroveGames.BehaviourTree.Tests/TreeTests.cs index ee7a6be..c00e988 100644 --- a/tests/GroveGames.BehaviourTree.Tests/TreeTests.cs +++ b/tests/GroveGames.BehaviourTree.Tests/TreeTests.cs @@ -35,6 +35,8 @@ private sealed class TestRoot : IRoot public NodeState State { get; private set; } = NodeState.None; public IBlackboard Blackboard => throw new NotImplementedException(); + public string Name => string.Empty; + public NodeState Evaluate(float deltaTime) { EvaluateCallCount++; @@ -72,6 +74,11 @@ public IParent Attach(IChildTree tree) public void SetParent(IParent parent) { } + + public void SetName(string name) + { + throw new NotImplementedException(); + } } [Fact]