/** * Coroutine to begin the BehaviorTree * @param node The root node * @return IEnumerator (see Unity Coroutine) */ private IEnumerator Coroutine_Execute(BehaviorNode node) { //set this to true as the behavior tree is running mStatus = BehaviorReturn.Running; mCurrent = node; yield return BeginNode(mCurrent); //the status of this tree will be whatever the value of the first node was mStatus = mCurrent.mReturnValue; Debug.Log("BEHAVIOR COMPLETE " + mStatus); mCurrent = null; }
public Leaf(BehaviorReturn actionInput) { action = actionInput; }