protected override bool Run(BehaviorTree behaviorTree, BTEnv env) { Vector3 v3 = env.Get <Vector3>(this.Vector3Key); float v = 0; switch (VType) { case VType.X: v = v3.x; break; case VType.Y: v = v3.y; break; case VType.Z: v = v3.z; break; } env.Add(this.V, v); return(true); }
protected override bool Run(BehaviorTree behaviorTree, BTEnv env) { UnityEngine.GameObject gameObject = env.Get <GameObject>(this.GameObject); gameObject.SetActive(this.Value); return(true); }
private Unit GetUnit(BTEnv env) { Unit unit = env.Get <Unit>(this.UnitKey); return(unit); }
public bool DoRun(BehaviorTree behaviorTree, BTEnv env) { env.Get <List <long> >(BTEnvKey.NodePath).Add(this.NodeProto.Id); return(this.Run(behaviorTree, env)); }