Example #1
0
		public static bool build_behavior_tree(BehaviorTree bt)
		{
			bt.SetClassNameString("BehaviorTree");
			bt.SetId(-1);
			bt.SetName("node_test/decoration_countlimit_ut_2");
			bt.IsFSM = false;
#if !BEHAVIAC_RELEASE
			bt.SetAgentType("AgentNodeTest");
#endif
			// children
			{
				Selector node0 = new Selector();
				node0.SetClassNameString("Selector");
				node0.SetId(0);
#if !BEHAVIAC_RELEASE
				node0.SetAgentType("AgentNodeTest");
#endif
				bt.AddChild(node0);
				{
					DecoratorCountLimit_bt_node_test_decoration_countlimit_ut_2_node1 node1 = new DecoratorCountLimit_bt_node_test_decoration_countlimit_ut_2_node1();
					node1.SetClassNameString("DecoratorCountLimit");
					node1.SetId(1);
#if !BEHAVIAC_RELEASE
					node1.SetAgentType("AgentNodeTest");
#endif
					node0.AddChild(node1);
					{
						And node4 = new And();
						node4.SetClassNameString("And");
						node4.SetId(4);
#if !BEHAVIAC_RELEASE
						node4.SetAgentType("AgentNodeTest");
#endif
						node1.SetCustomCondition(node4);
						{
							Condition_bt_node_test_decoration_countlimit_ut_2_node5 node5 = new Condition_bt_node_test_decoration_countlimit_ut_2_node5();
							node5.SetClassNameString("Condition");
							node5.SetId(5);
#if !BEHAVIAC_RELEASE
							node5.SetAgentType("AgentNodeTest");
#endif
							node4.AddChild(node5);
							node4.SetHasEvents(node4.HasEvents() | node5.HasEvents());
						}
						{
							Condition_bt_node_test_decoration_countlimit_ut_2_node6 node6 = new Condition_bt_node_test_decoration_countlimit_ut_2_node6();
							node6.SetClassNameString("Condition");
							node6.SetId(6);
#if !BEHAVIAC_RELEASE
							node6.SetAgentType("AgentNodeTest");
#endif
							node4.AddChild(node6);
							node4.SetHasEvents(node4.HasEvents() | node6.HasEvents());
						}
						node1.SetHasEvents(node1.HasEvents() | node4.HasEvents());
					}
					{
						Action_bt_node_test_decoration_countlimit_ut_2_node2 node2 = new Action_bt_node_test_decoration_countlimit_ut_2_node2();
						node2.SetClassNameString("Action");
						node2.SetId(2);
#if !BEHAVIAC_RELEASE
						node2.SetAgentType("AgentNodeTest");
#endif
						node1.AddChild(node2);
						node1.SetHasEvents(node1.HasEvents() | node2.HasEvents());
					}
					node0.SetHasEvents(node0.HasEvents() | node1.HasEvents());
				}
				{
					Action_bt_node_test_decoration_countlimit_ut_2_node3 node3 = new Action_bt_node_test_decoration_countlimit_ut_2_node3();
					node3.SetClassNameString("Action");
					node3.SetId(3);
#if !BEHAVIAC_RELEASE
					node3.SetAgentType("AgentNodeTest");
#endif
					node0.AddChild(node3);
					node0.SetHasEvents(node0.HasEvents() | node3.HasEvents());
				}
				bt.SetHasEvents(bt.HasEvents() | node0.HasEvents());
			}
			return true;
		}
Example #2
0
		public static bool build_behavior_tree(BehaviorTree bt)
		{
			bt.SetClassNameString("BehaviorTree");
			bt.SetId(-1);
			bt.SetName("node_test/action_ut_waitforsignal_2");
			bt.IsFSM = false;
#if !BEHAVIAC_RELEASE
			bt.SetAgentType("AgentNodeTest");
#endif
			// children
			{
				Sequence node0 = new Sequence();
				node0.SetClassNameString("Sequence");
				node0.SetId(0);
#if !BEHAVIAC_RELEASE
				node0.SetAgentType("AgentNodeTest");
#endif
				bt.AddChild(node0);
				{
					WaitforSignal node1 = new WaitforSignal();
					node1.SetClassNameString("WaitforSignal");
					node1.SetId(1);
#if !BEHAVIAC_RELEASE
					node1.SetAgentType("AgentNodeTest");
#endif
					node0.AddChild(node1);
					{
						Or node2 = new Or();
						node2.SetClassNameString("Or");
						node2.SetId(2);
#if !BEHAVIAC_RELEASE
						node2.SetAgentType("AgentNodeTest");
#endif
						node1.SetCustomCondition(node2);
						{
							And node3 = new And();
							node3.SetClassNameString("And");
							node3.SetId(3);
#if !BEHAVIAC_RELEASE
							node3.SetAgentType("AgentNodeTest");
#endif
							node2.AddChild(node3);
							{
								Condition_bt_node_test_action_ut_waitforsignal_2_node5 node5 = new Condition_bt_node_test_action_ut_waitforsignal_2_node5();
								node5.SetClassNameString("Condition");
								node5.SetId(5);
#if !BEHAVIAC_RELEASE
								node5.SetAgentType("AgentNodeTest");
#endif
								node3.AddChild(node5);
								node3.SetHasEvents(node3.HasEvents() | node5.HasEvents());
							}
							{
								Condition_bt_node_test_action_ut_waitforsignal_2_node6 node6 = new Condition_bt_node_test_action_ut_waitforsignal_2_node6();
								node6.SetClassNameString("Condition");
								node6.SetId(6);
#if !BEHAVIAC_RELEASE
								node6.SetAgentType("AgentNodeTest");
#endif
								node3.AddChild(node6);
								node3.SetHasEvents(node3.HasEvents() | node6.HasEvents());
							}
							node2.SetHasEvents(node2.HasEvents() | node3.HasEvents());
						}
						{
							Condition_bt_node_test_action_ut_waitforsignal_2_node7 node7 = new Condition_bt_node_test_action_ut_waitforsignal_2_node7();
							node7.SetClassNameString("Condition");
							node7.SetId(7);
#if !BEHAVIAC_RELEASE
							node7.SetAgentType("AgentNodeTest");
#endif
							node2.AddChild(node7);
							node2.SetHasEvents(node2.HasEvents() | node7.HasEvents());
						}
						node1.SetHasEvents(node1.HasEvents() | node2.HasEvents());
					}
					node0.SetHasEvents(node0.HasEvents() | node1.HasEvents());
				}
				{
					Assignment_bt_node_test_action_ut_waitforsignal_2_node4 node4 = new Assignment_bt_node_test_action_ut_waitforsignal_2_node4();
					node4.SetClassNameString("Assignment");
					node4.SetId(4);
#if !BEHAVIAC_RELEASE
					node4.SetAgentType("AgentNodeTest");
#endif
					node0.AddChild(node4);
					node0.SetHasEvents(node0.HasEvents() | node4.HasEvents());
				}
				bt.SetHasEvents(bt.HasEvents() | node0.HasEvents());
			}
			return true;
		}
Example #3
0
		public static bool build_behavior_tree(BehaviorTree bt)
		{
			bt.SetClassNameString("BehaviorTree");
			bt.SetId(-1);
			bt.SetName("node_test/condition_ut_3");
			bt.IsFSM = false;
#if !BEHAVIAC_RELEASE
			bt.SetAgentType("AgentNodeTest");
#endif
			// children
			{
				Sequence node0 = new Sequence();
				node0.SetClassNameString("Sequence");
				node0.SetId(0);
#if !BEHAVIAC_RELEASE
				node0.SetAgentType("AgentNodeTest");
#endif
				bt.AddChild(node0);
				{
					And node9 = new And();
					node9.SetClassNameString("And");
					node9.SetId(9);
#if !BEHAVIAC_RELEASE
					node9.SetAgentType("AgentNodeTest");
#endif
					node0.AddChild(node9);
					{
						Or node13 = new Or();
						node13.SetClassNameString("Or");
						node13.SetId(13);
#if !BEHAVIAC_RELEASE
						node13.SetAgentType("AgentNodeTest");
#endif
						node9.AddChild(node13);
						{
							True node10 = new True();
							node10.SetClassNameString("True");
							node10.SetId(10);
#if !BEHAVIAC_RELEASE
							node10.SetAgentType("AgentNodeTest");
#endif
							node13.AddChild(node10);
							node13.SetHasEvents(node13.HasEvents() | node10.HasEvents());
						}
						{
							False node14 = new False();
							node14.SetClassNameString("False");
							node14.SetId(14);
#if !BEHAVIAC_RELEASE
							node14.SetAgentType("AgentNodeTest");
#endif
							node13.AddChild(node14);
							node13.SetHasEvents(node13.HasEvents() | node14.HasEvents());
						}
						node9.SetHasEvents(node9.HasEvents() | node13.HasEvents());
					}
					{
						True node11 = new True();
						node11.SetClassNameString("True");
						node11.SetId(11);
#if !BEHAVIAC_RELEASE
						node11.SetAgentType("AgentNodeTest");
#endif
						node9.AddChild(node11);
						node9.SetHasEvents(node9.HasEvents() | node11.HasEvents());
					}
					node0.SetHasEvents(node0.HasEvents() | node9.HasEvents());
				}
				{
					Action_bt_node_test_condition_ut_3_node2 node2 = new Action_bt_node_test_condition_ut_3_node2();
					node2.SetClassNameString("Action");
					node2.SetId(2);
#if !BEHAVIAC_RELEASE
					node2.SetAgentType("AgentNodeTest");
#endif
					node0.AddChild(node2);
					node0.SetHasEvents(node0.HasEvents() | node2.HasEvents());
				}
				{
					Or node1 = new Or();
					node1.SetClassNameString("Or");
					node1.SetId(1);
#if !BEHAVIAC_RELEASE
					node1.SetAgentType("AgentNodeTest");
#endif
					node0.AddChild(node1);
					{
						And node15 = new And();
						node15.SetClassNameString("And");
						node15.SetId(15);
#if !BEHAVIAC_RELEASE
						node15.SetAgentType("AgentNodeTest");
#endif
						node1.AddChild(node15);
						{
							True node3 = new True();
							node3.SetClassNameString("True");
							node3.SetId(3);
#if !BEHAVIAC_RELEASE
							node3.SetAgentType("AgentNodeTest");
#endif
							node15.AddChild(node3);
							node15.SetHasEvents(node15.HasEvents() | node3.HasEvents());
						}
						{
							True node16 = new True();
							node16.SetClassNameString("True");
							node16.SetId(16);
#if !BEHAVIAC_RELEASE
							node16.SetAgentType("AgentNodeTest");
#endif
							node15.AddChild(node16);
							node15.SetHasEvents(node15.HasEvents() | node16.HasEvents());
						}
						node1.SetHasEvents(node1.HasEvents() | node15.HasEvents());
					}
					{
						False node5 = new False();
						node5.SetClassNameString("False");
						node5.SetId(5);
#if !BEHAVIAC_RELEASE
						node5.SetAgentType("AgentNodeTest");
#endif
						node1.AddChild(node5);
						node1.SetHasEvents(node1.HasEvents() | node5.HasEvents());
					}
					node0.SetHasEvents(node0.HasEvents() | node1.HasEvents());
				}
				{
					Action_bt_node_test_condition_ut_3_node8 node8 = new Action_bt_node_test_condition_ut_3_node8();
					node8.SetClassNameString("Action");
					node8.SetId(8);
#if !BEHAVIAC_RELEASE
					node8.SetAgentType("AgentNodeTest");
#endif
					node0.AddChild(node8);
					node0.SetHasEvents(node0.HasEvents() | node8.HasEvents());
				}
				{
					And node4 = new And();
					node4.SetClassNameString("And");
					node4.SetId(4);
#if !BEHAVIAC_RELEASE
					node4.SetAgentType("AgentNodeTest");
#endif
					node0.AddChild(node4);
					{
						Or node18 = new Or();
						node18.SetClassNameString("Or");
						node18.SetId(18);
#if !BEHAVIAC_RELEASE
						node18.SetAgentType("AgentNodeTest");
#endif
						node4.AddChild(node18);
						{
							Or node19 = new Or();
							node19.SetClassNameString("Or");
							node19.SetId(19);
#if !BEHAVIAC_RELEASE
							node19.SetAgentType("AgentNodeTest");
#endif
							node18.AddChild(node19);
							{
								False node6 = new False();
								node6.SetClassNameString("False");
								node6.SetId(6);
#if !BEHAVIAC_RELEASE
								node6.SetAgentType("AgentNodeTest");
#endif
								node19.AddChild(node6);
								node19.SetHasEvents(node19.HasEvents() | node6.HasEvents());
							}
							{
								True node21 = new True();
								node21.SetClassNameString("True");
								node21.SetId(21);
#if !BEHAVIAC_RELEASE
								node21.SetAgentType("AgentNodeTest");
#endif
								node19.AddChild(node21);
								node19.SetHasEvents(node19.HasEvents() | node21.HasEvents());
							}
							node18.SetHasEvents(node18.HasEvents() | node19.HasEvents());
						}
						{
							False node22 = new False();
							node22.SetClassNameString("False");
							node22.SetId(22);
#if !BEHAVIAC_RELEASE
							node22.SetAgentType("AgentNodeTest");
#endif
							node18.AddChild(node22);
							node18.SetHasEvents(node18.HasEvents() | node22.HasEvents());
						}
						node4.SetHasEvents(node4.HasEvents() | node18.HasEvents());
					}
					{
						And node17 = new And();
						node17.SetClassNameString("And");
						node17.SetId(17);
#if !BEHAVIAC_RELEASE
						node17.SetAgentType("AgentNodeTest");
#endif
						node4.AddChild(node17);
						{
							True node7 = new True();
							node7.SetClassNameString("True");
							node7.SetId(7);
#if !BEHAVIAC_RELEASE
							node7.SetAgentType("AgentNodeTest");
#endif
							node17.AddChild(node7);
							node17.SetHasEvents(node17.HasEvents() | node7.HasEvents());
						}
						{
							And node20 = new And();
							node20.SetClassNameString("And");
							node20.SetId(20);
#if !BEHAVIAC_RELEASE
							node20.SetAgentType("AgentNodeTest");
#endif
							node17.AddChild(node20);
							{
								True node23 = new True();
								node23.SetClassNameString("True");
								node23.SetId(23);
#if !BEHAVIAC_RELEASE
								node23.SetAgentType("AgentNodeTest");
#endif
								node20.AddChild(node23);
								node20.SetHasEvents(node20.HasEvents() | node23.HasEvents());
							}
							{
								True node24 = new True();
								node24.SetClassNameString("True");
								node24.SetId(24);
#if !BEHAVIAC_RELEASE
								node24.SetAgentType("AgentNodeTest");
#endif
								node20.AddChild(node24);
								node20.SetHasEvents(node20.HasEvents() | node24.HasEvents());
							}
							node17.SetHasEvents(node17.HasEvents() | node20.HasEvents());
						}
						node4.SetHasEvents(node4.HasEvents() | node17.HasEvents());
					}
					node0.SetHasEvents(node0.HasEvents() | node4.HasEvents());
				}
				{
					Action_bt_node_test_condition_ut_3_node12 node12 = new Action_bt_node_test_condition_ut_3_node12();
					node12.SetClassNameString("Action");
					node12.SetId(12);
#if !BEHAVIAC_RELEASE
					node12.SetAgentType("AgentNodeTest");
#endif
					node0.AddChild(node12);
					node0.SetHasEvents(node0.HasEvents() | node12.HasEvents());
				}
				bt.SetHasEvents(bt.HasEvents() | node0.HasEvents());
			}
			return true;
		}
 public static bool build_behavior_tree(BehaviorTree bt)
 {
     bt.SetClassNameString("BehaviorTree");
     bt.SetId(-1);
     bt.SetName("Level_Survival");
     #if !BEHAVIAC_RELEASE
     bt.SetAgentType("GameLevelCommon");
     #endif
     // pars
     bt.AddPar("int", "parT_EnemyCount", "0", "");
     bt.AddPar("int", "parT_AwardType", "0", "");
     bt.AddPar("float", "parT_rotateSpeed", "0", "");
     bt.AddPar("int", "parT_PlayerLifeCount", "0", "");
     bt.AddPar("int", "parT_PlayerID", "1", "");
     bt.AddPar("bool", "parT_GameStopped", "false", "");
     // children
     {
         Sequence node23 = new Sequence();
         node23.SetClassNameString("Sequence");
         node23.SetId(23);
     #if !BEHAVIAC_RELEASE
         node23.SetAgentType("GameLevelCommon");
     #endif
         bt.AddChild(node23);
         {
             Assignment_bt_Level_Survival_node36 node36 = new Assignment_bt_Level_Survival_node36();
             node36.SetClassNameString("Assignment");
             node36.SetId(36);
     #if !BEHAVIAC_RELEASE
             node36.SetAgentType("GameLevelCommon");
     #endif
             node23.AddChild(node36);
             node23.SetHasEvents(node23.HasEvents() | node36.HasEvents());
         }
         {
             Action_bt_Level_Survival_node28 node28 = new Action_bt_Level_Survival_node28();
             node28.SetClassNameString("Action");
             node28.SetId(28);
     #if !BEHAVIAC_RELEASE
             node28.SetAgentType("GameLevelCommon");
     #endif
             node23.AddChild(node28);
             node23.SetHasEvents(node23.HasEvents() | node28.HasEvents());
         }
         {
             DecoratorLoop_bt_Level_Survival_node27 node27 = new DecoratorLoop_bt_Level_Survival_node27();
             node27.SetClassNameString("DecoratorLoop");
             node27.SetId(27);
     #if !BEHAVIAC_RELEASE
             node27.SetAgentType("GameLevelCommon");
     #endif
             node23.AddChild(node27);
             {
                 Parallel_bt_Level_Survival_node0 node0 = new Parallel_bt_Level_Survival_node0();
                 node0.SetClassNameString("Parallel");
                 node0.SetId(0);
     #if !BEHAVIAC_RELEASE
                 node0.SetAgentType("GameLevelCommon");
     #endif
                 node27.AddChild(node0);
                 {
                     Sequence node5 = new Sequence();
                     node5.SetClassNameString("Sequence");
                     node5.SetId(5);
     #if !BEHAVIAC_RELEASE
                     node5.SetAgentType("GameLevelCommon");
     #endif
                     node0.AddChild(node5);
                     {
                         Wait_bt_Level_Survival_node6 node6 = new Wait_bt_Level_Survival_node6();
                         node6.SetClassNameString("Wait");
                         node6.SetId(6);
     #if !BEHAVIAC_RELEASE
                         node6.SetAgentType("GameLevelCommon");
     #endif
                         node5.AddChild(node6);
                         node5.SetHasEvents(node5.HasEvents() | node6.HasEvents());
                     }
                     {
                         Assignment_bt_Level_Survival_node1 node1 = new Assignment_bt_Level_Survival_node1();
                         node1.SetClassNameString("Assignment");
                         node1.SetId(1);
     #if !BEHAVIAC_RELEASE
                         node1.SetAgentType("GameLevelCommon");
     #endif
                         node5.AddChild(node1);
                         node5.SetHasEvents(node5.HasEvents() | node1.HasEvents());
                     }
                     {
                         Action_bt_Level_Survival_node17 node17 = new Action_bt_Level_Survival_node17();
                         node17.SetClassNameString("Action");
                         node17.SetId(17);
     #if !BEHAVIAC_RELEASE
                         node17.SetAgentType("GameLevelCommon");
     #endif
                         node5.AddChild(node17);
                         node5.SetHasEvents(node5.HasEvents() | node17.HasEvents());
                     }
                     {
                         Wait_bt_Level_Survival_node2 node2 = new Wait_bt_Level_Survival_node2();
                         node2.SetClassNameString("Wait");
                         node2.SetId(2);
     #if !BEHAVIAC_RELEASE
                         node2.SetAgentType("GameLevelCommon");
     #endif
                         node5.AddChild(node2);
                         node5.SetHasEvents(node5.HasEvents() | node2.HasEvents());
                     }
                     node0.SetHasEvents(node0.HasEvents() | node5.HasEvents());
                 }
                 {
                     Sequence node3 = new Sequence();
                     node3.SetClassNameString("Sequence");
                     node3.SetId(3);
     #if !BEHAVIAC_RELEASE
                     node3.SetAgentType("GameLevelCommon");
     #endif
                     node0.AddChild(node3);
                     {
                         Assignment_bt_Level_Survival_node9 node9 = new Assignment_bt_Level_Survival_node9();
                         node9.SetClassNameString("Assignment");
                         node9.SetId(9);
     #if !BEHAVIAC_RELEASE
                         node9.SetAgentType("GameLevelCommon");
     #endif
                         node3.AddChild(node9);
                         node3.SetHasEvents(node3.HasEvents() | node9.HasEvents());
                     }
                     {
                         Condition_bt_Level_Survival_node11 node11 = new Condition_bt_Level_Survival_node11();
                         node11.SetClassNameString("Condition");
                         node11.SetId(11);
     #if !BEHAVIAC_RELEASE
                         node11.SetAgentType("GameLevelCommon");
     #endif
                         node3.AddChild(node11);
                         node3.SetHasEvents(node3.HasEvents() | node11.HasEvents());
                     }
                     {
                         Action_bt_Level_Survival_node18 node18 = new Action_bt_Level_Survival_node18();
                         node18.SetClassNameString("Action");
                         node18.SetId(18);
     #if !BEHAVIAC_RELEASE
                         node18.SetAgentType("GameLevelCommon");
     #endif
                         node3.AddChild(node18);
                         node3.SetHasEvents(node3.HasEvents() | node18.HasEvents());
                     }
                     {
                         Wait_bt_Level_Survival_node10 node10 = new Wait_bt_Level_Survival_node10();
                         node10.SetClassNameString("Wait");
                         node10.SetId(10);
     #if !BEHAVIAC_RELEASE
                         node10.SetAgentType("GameLevelCommon");
     #endif
                         node3.AddChild(node10);
                         node3.SetHasEvents(node3.HasEvents() | node10.HasEvents());
                     }
                     node0.SetHasEvents(node0.HasEvents() | node3.HasEvents());
                 }
                 {
                     WaitforSignal node13 = new WaitforSignal();
                     node13.SetClassNameString("WaitforSignal");
                     node13.SetId(13);
     #if !BEHAVIAC_RELEASE
                     node13.SetAgentType("GameLevelCommon");
     #endif
                     // attachments
                     {
                         Predicate_bt_Level_Survival_attach19 attach19 = new Predicate_bt_Level_Survival_attach19();
                         attach19.SetClassNameString("Predicate");
                         attach19.SetId(19);
     #if !BEHAVIAC_RELEASE
                         attach19.SetAgentType("GameLevelCommon");
     #endif
                         node13.Attach(attach19);
                     }
                     node0.AddChild(node13);
                     {
                         DecoratorAlwaysSuccess_bt_Level_Survival_node20 node20 = new DecoratorAlwaysSuccess_bt_Level_Survival_node20();
                         node20.SetClassNameString("DecoratorAlwaysSuccess");
                         node20.SetId(20);
     #if !BEHAVIAC_RELEASE
                         node20.SetAgentType("GameLevelCommon");
     #endif
                         node13.AddChild(node20);
                         {
                             Sequence node25 = new Sequence();
                             node25.SetClassNameString("Sequence");
                             node25.SetId(25);
     #if !BEHAVIAC_RELEASE
                             node25.SetAgentType("GameLevelCommon");
     #endif
                             node20.AddChild(node25);
                             {
                                 Wait_bt_Level_Survival_node26 node26 = new Wait_bt_Level_Survival_node26();
                                 node26.SetClassNameString("Wait");
                                 node26.SetId(26);
     #if !BEHAVIAC_RELEASE
                                 node26.SetAgentType("GameLevelCommon");
     #endif
                                 node25.AddChild(node26);
                                 node25.SetHasEvents(node25.HasEvents() | node26.HasEvents());
                             }
                             {
                                 Assignment_bt_Level_Survival_node24 node24 = new Assignment_bt_Level_Survival_node24();
                                 node24.SetClassNameString("Assignment");
                                 node24.SetId(24);
     #if !BEHAVIAC_RELEASE
                                 node24.SetAgentType("GameLevelCommon");
     #endif
                                 node25.AddChild(node24);
                                 node25.SetHasEvents(node25.HasEvents() | node24.HasEvents());
                             }
                             {
                                 Condition_bt_Level_Survival_node21 node21 = new Condition_bt_Level_Survival_node21();
                                 node21.SetClassNameString("Condition");
                                 node21.SetId(21);
     #if !BEHAVIAC_RELEASE
                                 node21.SetAgentType("GameLevelCommon");
     #endif
                                 node25.AddChild(node21);
                                 node25.SetHasEvents(node25.HasEvents() | node21.HasEvents());
                             }
                             {
                                 Action_bt_Level_Survival_node22 node22 = new Action_bt_Level_Survival_node22();
                                 node22.SetClassNameString("Action");
                                 node22.SetId(22);
     #if !BEHAVIAC_RELEASE
                                 node22.SetAgentType("GameLevelCommon");
     #endif
                                 node25.AddChild(node22);
                                 node25.SetHasEvents(node25.HasEvents() | node22.HasEvents());
                             }
                             {
                                 Compute_bt_Level_Survival_node38 node38 = new Compute_bt_Level_Survival_node38();
                                 node38.SetClassNameString("Compute");
                                 node38.SetId(38);
     #if !BEHAVIAC_RELEASE
                                 node38.SetAgentType("GameLevelCommon");
     #endif
                                 node25.AddChild(node38);
                                 node25.SetHasEvents(node25.HasEvents() | node38.HasEvents());
                             }
                             {
                                 Action_bt_Level_Survival_node39 node39 = new Action_bt_Level_Survival_node39();
                                 node39.SetClassNameString("Action");
                                 node39.SetId(39);
     #if !BEHAVIAC_RELEASE
                                 node39.SetAgentType("GameLevelCommon");
     #endif
                                 node25.AddChild(node39);
                                 node25.SetHasEvents(node25.HasEvents() | node39.HasEvents());
                             }
                             node20.SetHasEvents(node20.HasEvents() | node25.HasEvents());
                         }
                         node13.SetHasEvents(node13.HasEvents() | node20.HasEvents());
                     }
                     node0.SetHasEvents(node0.HasEvents() | node13.HasEvents());
                 }
                 {
                     Sequence node29 = new Sequence();
                     node29.SetClassNameString("Sequence");
                     node29.SetId(29);
     #if !BEHAVIAC_RELEASE
                     node29.SetAgentType("GameLevelCommon");
     #endif
                     node0.AddChild(node29);
                     {
                         And node30 = new And();
                         node30.SetClassNameString("And");
                         node30.SetId(30);
     #if !BEHAVIAC_RELEASE
                         node30.SetAgentType("GameLevelCommon");
     #endif
                         node29.AddChild(node30);
                         {
                             Condition_bt_Level_Survival_node31 node31 = new Condition_bt_Level_Survival_node31();
                             node31.SetClassNameString("Condition");
                             node31.SetId(31);
     #if !BEHAVIAC_RELEASE
                             node31.SetAgentType("GameLevelCommon");
     #endif
                             node30.AddChild(node31);
                             node30.SetHasEvents(node30.HasEvents() | node31.HasEvents());
                         }
                         {
                             Condition_bt_Level_Survival_node32 node32 = new Condition_bt_Level_Survival_node32();
                             node32.SetClassNameString("Condition");
                             node32.SetId(32);
     #if !BEHAVIAC_RELEASE
                             node32.SetAgentType("GameLevelCommon");
     #endif
                             node30.AddChild(node32);
                             node30.SetHasEvents(node30.HasEvents() | node32.HasEvents());
                         }
                         {
                             Condition_bt_Level_Survival_node34 node34 = new Condition_bt_Level_Survival_node34();
                             node34.SetClassNameString("Condition");
                             node34.SetId(34);
     #if !BEHAVIAC_RELEASE
                             node34.SetAgentType("GameLevelCommon");
     #endif
                             node30.AddChild(node34);
                             node30.SetHasEvents(node30.HasEvents() | node34.HasEvents());
                         }
                         node29.SetHasEvents(node29.HasEvents() | node30.HasEvents());
                     }
                     {
                         Wait_bt_Level_Survival_node37 node37 = new Wait_bt_Level_Survival_node37();
                         node37.SetClassNameString("Wait");
                         node37.SetId(37);
     #if !BEHAVIAC_RELEASE
                         node37.SetAgentType("GameLevelCommon");
     #endif
                         node29.AddChild(node37);
                         node29.SetHasEvents(node29.HasEvents() | node37.HasEvents());
                     }
                     {
                         Action_bt_Level_Survival_node7 node7 = new Action_bt_Level_Survival_node7();
                         node7.SetClassNameString("Action");
                         node7.SetId(7);
     #if !BEHAVIAC_RELEASE
                         node7.SetAgentType("GameLevelCommon");
     #endif
                         node29.AddChild(node7);
                         node29.SetHasEvents(node29.HasEvents() | node7.HasEvents());
                     }
                     {
                         Wait_bt_Level_Survival_node4 node4 = new Wait_bt_Level_Survival_node4();
                         node4.SetClassNameString("Wait");
                         node4.SetId(4);
     #if !BEHAVIAC_RELEASE
                         node4.SetAgentType("GameLevelCommon");
     #endif
                         node29.AddChild(node4);
                         node29.SetHasEvents(node29.HasEvents() | node4.HasEvents());
                     }
                     {
                         Action_bt_Level_Survival_node33 node33 = new Action_bt_Level_Survival_node33();
                         node33.SetClassNameString("Action");
                         node33.SetId(33);
     #if !BEHAVIAC_RELEASE
                         node33.SetAgentType("GameLevelCommon");
     #endif
                         node29.AddChild(node33);
                         node29.SetHasEvents(node29.HasEvents() | node33.HasEvents());
                     }
                     {
                         Assignment_bt_Level_Survival_node35 node35 = new Assignment_bt_Level_Survival_node35();
                         node35.SetClassNameString("Assignment");
                         node35.SetId(35);
     #if !BEHAVIAC_RELEASE
                         node35.SetAgentType("GameLevelCommon");
     #endif
                         node29.AddChild(node35);
                         node29.SetHasEvents(node29.HasEvents() | node35.HasEvents());
                     }
                     node0.SetHasEvents(node0.HasEvents() | node29.HasEvents());
                 }
                 node27.SetHasEvents(node27.HasEvents() | node0.HasEvents());
             }
             node23.SetHasEvents(node23.HasEvents() | node27.HasEvents());
         }
         bt.SetHasEvents(bt.HasEvents() | node23.HasEvents());
     }
     return true;
 }