Esempio n. 1
0
 void Start()
 {
     // Create a copy of the behaviour tree so we can indivudually set values
     behaviourTree = (BehaviourTree)behaviourTree.Copy();
     XNode.Node entry = ((BehaviourTree)behaviourTree.Copy()).FindEntryNode();
     behaviourTreeRoot = (BehaviourNode)entry.GetOutputPort("child").GetConnection(0).node;
     behaviourTreeRoot.Reset();
 }
 public override NodeStatus OnBehave(Context context, GameObject peep)
 {
     // this wacky looking thing makes sure that our condition is a one shot and
     // doesn't disable after
     if (conditionMet)
     {
         return(GetConditionNode().Behave(context, peep));
     }
     conditionMet = WaitCondition(context);
     if (conditionMet)
     {
         conditionNode.Reset();
         return(GetConditionNode().Behave(context, peep));
     }
     else
     {
         GetWaitNode().Behave(context, peep);
         return(NodeStatus.RUNNING);
     }
 }