public ResetTimeoutNode( IActorStateModel actorStateModel, TimeoutDataComponent.Storage storage) { _storage = storage; _timeoutDataComponent = actorStateModel.Get <TimeoutDataComponent>(); }
public IdleTimeoutNode( IActorStateModel actor, double timeoutSeconds, TimeoutDataComponent.Storage storage) { _timeoutDataComponent = actor.Get <TimeoutDataComponent>(); _timeoutSeconds = timeoutSeconds; _storage = storage; }
public IBehaviourTreeNode ResetTimeout(TimeoutDataComponent.Storage storage) { var node = _resetTimeoutNodeFactory.Create( _actorStateModel, storage); _generatedNodes.Add(node); return(node); }
public IBehaviourTreeNode IdleTimeout(double timeout, TimeoutDataComponent.Storage storage) { var node = _idleTimeoutNodeFactory.Create( _actorStateModel, timeout, storage); _generatedNodes.Add(node); return(node); }
public IdleTimeoutRandomNode( IActorStateModel actor, double timeoutSeconds, TimeoutDataComponent.Storage storage, double randomChance) { _timeoutDataComponent = actor.Get <TimeoutDataComponent>(); _timeoutSeconds = timeoutSeconds; _storage = storage; _randomChance = randomChance; }