protected void SetDecoratorNodeChild(BaseNode incomingNode) { TreeDecoratorNode decNode = thisTreeNode as TreeDecoratorNode; UnityEngine.Debug.Assert( decNode != null, nameof(decNode) + " != null"); decNode.child = incomingNode.thisTreeNode; }
protected void RemoveDecoratorNodeChild() { childNode = null; TreeDecoratorNode decNode = thisTreeNode as TreeDecoratorNode; UnityEngine.Debug.Assert( decNode != null, nameof(decNode) + " != null"); decNode.child = null; }
protected TreeDecoratorNode WalkDecoratorNode(BehaviourTree.BehaviourTree tree, TreeDecoratorNode node) { var nodePort = GetOutputPort("childNode"); BaseNode connectionBaseNode = nodePort.Connection.node as BaseNode; Debug.Assert(connectionBaseNode != null, nameof(connectionBaseNode) + " != null"); if (connectionBaseNode == null) { Debug.LogError("Behaviour graph node: " + this.name + " was not connected to a child.", this); } node.child = connectionBaseNode.WalkGraphToCreateTree(tree, node.context); return(node); }