protected override bool Run(BehaviorTree behaviorTree, BTEnv env) { UnityEngine.GameObject gameObject = env.Get <GameObject>(this.GameObject); gameObject.SetActive(this.Value); return(true); }
protected override bool Run(BehaviorTree behaviorTree, BTEnv env) { //Unit unit = env.Get<Unit>(Player); //env.Add(this.Dir, unit.GameObject.transform.forward); return(true); }
protected override bool Run(BehaviorTree behaviorTree, BTEnv env) { env.Add(Output, new Vector3(X, Y, Z)); return(true); }
protected override bool Run(BehaviorTree behaviorTree, BTEnv env) { //Unit unit = env.Get<Unit>(this.UnitKey); //unit.SetVisiableByCount(this.Visiable); return(true); }
protected override bool Run(BehaviorTree behaviorTree, BTEnv env) { throw new NotImplementedException(); }
protected override bool Run(BehaviorTree behaviorTree, BTEnv env) { //Unit unit = env.Get<Unit>(UnitKey); //env.Add(PosKey, unit.Position); return(true); }
protected override bool Run(BehaviorTree behaviorTree, BTEnv env) { //Vector3 dest = CameraMotorComponent.Instance.CalDest(); //env.Add(this.V, dest); return(true); }
protected override bool Run(BehaviorTree behaviorTree, BTEnv env) { //this.DelayRun(behaviorTree, env); return(true); }
protected override bool Run(BehaviorTree behaviorTree, BTEnv env) { //DoVibrate(this.Time); return(true); }
protected override bool Run(BehaviorTree behaviorTree, BTEnv env) { //Unit[] units = UnitHelper.GetTeamUnits(IsTeamMate); //env.Add(UnitsStr, units); return(true); }
public bool DoRun(BehaviorTree behaviorTree, BTEnv env) { env.Get <List <long> >(BTEnvKey.NodePath).Add(this.NodeProto.Id); return(this.Run(behaviorTree, env)); }
protected override bool Run(BehaviorTree behaviorTree, BTEnv env) { //env.Add(this.PosKey, FootBallHelper.GetFootBall().GetComponent<PassComponent>().Pos); return(true); }
protected override bool Run(BehaviorTree behaviorTree, BTEnv env) { //Game.EventSystem.Run(EventIdType.SceneUIType, Visible); return(true); }
protected override bool Run(BehaviorTree behaviorTree, BTEnv env) { //Play(); return(true); }
private Unit GetUnit(BTEnv env) { Unit unit = env.Get <Unit>(this.UnitKey); return(unit); }
protected override bool Run(BehaviorTree behaviorTree, BTEnv env) { //Unit unit = env.Get<Unit>(UnitKey); //BuffFactory.Create(unit, BuffConfig); return(true); }
protected override bool Run(BehaviorTree behaviorTree, BTEnv env) { Log.Debug($"创建UI特效: {this.effect.name}"); return(true); }
protected abstract bool Run(BehaviorTree behaviorTree, BTEnv env);
protected override bool Run(BehaviorTree behaviorTree, BTEnv env) { //GameObject mainCamera = CameraMotorComponent.Instance.Camera.gameObject; //env.Add(this.CameraKey, mainCamera); return(true); }
protected override bool Run(BehaviorTree behaviorTree, BTEnv env) { //Unit[] units = UnitHelper.GetTeamUnits(!GameStateComponent.Instance.IsMyTeamGold); //env.Add(UnitsStr, units); return(true); }
protected override bool Run(BehaviorTree behaviorTree, BTEnv env) { //GameStateComponent game = SceneHelper.Scene.GetComponent<GameStateComponent>(); //return game.IsFirst; return(true); }