public override void OnStateUpdate() { if (_RuntimeBT != null) { _ArgumentList.UpdateInput(_RuntimeBT, GraphArgumentUpdateTiming.Execute); _RuntimeBT.Execute(); } }
public override void OnStateUpdate() { if (_BehaviourTree != null) { _ArgumentList.UpdateInput(_BehaviourTree, GraphArgumentUpdateTiming.Execute); _BehaviourTree.Execute(); } }
private void UpdateDecision() { if (behaviourTree == null) { return; } if (_decisionTimer >= decisionTickRate) { behaviourTree.Execute(); _decisionTimer -= decisionTickRate; } _decisionTimer += Time.deltaTime; }
protected override void OnExecute() { if (_BehaviourTree != null) { _ArgumentList.UpdateInput(_BehaviourTree, GraphArgumentUpdateTiming.Execute); _BehaviourTree.Execute(); if (_IsFinished) { _BehaviourTree.Stop(); _BehaviourTree.enabled = false; FinishExecute(_Success); } } }
protected override void OnExecute() { if (_RuntimeBT != null) { _ArgumentList.UpdateInput(_RuntimeBT, GraphArgumentUpdateTiming.Execute); _RuntimeBT.Execute(); if (_IsFinished) { _RuntimeBT.Stop(); _RuntimeBT.gameObject.SetActive(false); FinishExecute(_Success); } } }