public override DecisionTreeNode GetBranch()
    {
        decisiontargetScript = GetComponent <DecisionTarget>();
        prioTree             = GetComponent <PriorityTree>();

        string objectName = decisiontargetScript.objectTraduction(this.GetComponent <DecisionTreeCreator>().target.GetComponent <PersonalityBase>());

        Debug.Log("el target es : " + this.GetComponent <DecisionTreeCreator>().target);

        Debug.Log("el objeto es : " + objectName);
        GameObject aux = new GameObject();

        aux.name = objectName;

        int priority = prioTree.GetPriority(aux, characterPersonality);

        Debug.Log("La prioridd del objeto es: " + priority);

        if (priority >= 2)
        {
            return(nodeTrue);
        }
        else
        {
            return(nodeFalse);
        }
    }
    // Use this for initialization
    void Start()
    {
        AngleRads = Mathf.Deg2Rad * Angle;

        Radius = 200;

        VisibleConePoints           = new LinkedList <Vector2>();
        visibleGameobjects          = new List <GameObject>();
        targetsAux                  = new List <GameObject>();
        visibleGameobjects.Capacity = 50;
        Objects               = new List <GameObject>();
        whatToDoScript        = this.GetComponent <DecisionTreeISeeSomeoneWhatShouldIDo>();
        decisionTargetScript  = this.GetComponent <DecisionTarget>();
        movementController    = GameObject.FindGameObjectWithTag("GameController").GetComponent <BehaviourAdder>();
        whatToDoScript        = this.GetComponent <DecisionTreeISeeSomeoneWhatShouldIDo>();
        Objects               = VisibleElements.visibleGameObjects;
        objecthand            = this.GetComponent <ObjectHandler>();
        personality           = this.GetComponent <AIPersonality>();
        rememberedObject      = new GameObject();
        rememberedObject.name = "rememberedObjectPosition";
    }