//start function called on the first frame public override void OnStarting() { m_gameObjects = new List <GameObject>(); m_topNode = new MBTopNode(); constructBehaviourTree(); }
public MBHealth(Character t_character, float t_threshold, MBTopNode t_topnode, int t_Id = 1) { this.m_character = t_character; this.m_threshold = t_threshold; this.m_topnode = t_topnode; this.m_ID = t_Id; m_type = NodeType.Question; }
public MBRange(float t_range, Transform t_target, Transform t_origin, Character t_character, MBTopNode t_topnode, int t_Id = 2) { this.m_range = t_range; this.m_target = t_target; this.m_origin = t_origin; this.m_character = t_character; this.m_topnode = t_topnode; this.m_ID = t_Id; m_type = NodeType.Question; }
public MemoryInverter(MBNode t_node, MBTopNode t_topNode) { this.node = t_node; this.topNode = t_topNode; }
//constructor public MemorySequence(List <MBNode> t_nodes, MBTopNode t_topNode) { this.nodes = t_nodes; this.topNode = t_topNode; }
//constructer public MemorySelector(List <MBNode> t_nodes, MBTopNode t_topNode) { this.nodes = t_nodes; this.topNode = t_topNode; }