public override ENST OnExecute() { if (Condition.V == false) { FirstChild.OnTick(); return(FirstChild.State); } else { FirstChild.OnExit(ENST.FAILURE); return(ENST.FAILURE); } }
public override ENST OnExecute() { FirstChild.OnTick(); switch (FirstChild.State) { case ENST.SUCCESS: case ENST.FAILURE: FirstChild.OnReset(); break; } mLastTime = UnityEngine.Time.time - StartupTime; if (mLastTime >= Time) { FirstChild.OnExit(ENST.SUCCESS); return(ENST.SUCCESS); } else { return(ENST.RUNNING); } }