public override Node SetUp_Tree() { Node is_falling = new Is_Falling(); Node fallAction = new Fall_Blending(); return(Node_Sequence.Create(is_falling, fallAction)); }
public override Node SetUp_Tree() { Node is_jumping = new Is_Jumping(); Node jumpAction = new Jump_Blending(); return(Node_Sequence.Create(is_jumping, jumpAction)); }
public override Node SetUp_Tree() { Node jump = new Jump_Action(); Node fall = new Fall_Action(); Node groundCheck = new GroundCheck_Node(); Node onAirCheck = Node_Inverter.Create(groundCheck); return(Node_Sequence.Create(onAirCheck, jump, fall)); }