public always_success(tree_script world_status) { status = world_status; curState = State.SUCCESS; children = new List<general_node>(); instance = this; }
/// /////////////////////////////////////////////////////////////////////////// void Start() { x = transform.position.x; y = transform.position.z; model = transform.FindChild("enemy_model_parent"); //model_material = model.gameObject.GetComponent<Renderer>().material; tilemap = GameObject.Find("_GLOBAL_SCRIPTS").GetComponent<_TILEMAP>(); radar = gameObject.GetComponent<radar_script>(); id = tilemap.add_to_object_list(x, y, ENEMY_RADIUS); bt = GameObject.Find("Tree").GetComponent<tree_script>(); graphics = model.gameObject.GetComponent<enemy_graphics_script>(); search_sequence.running_child = 0; search_sequence.current_state = State.FAILURE; open_nodes = new List<general_node>(); }
// constructor for setup (not relying on Unity's Start or Awake) public is_visible(tree_script world_status) { status = world_status; curState = State.FAILURE; instance = this; }
// constructor for setup public gossip_leaf(tree_script world_status, enemy_script actor) { status = world_status; curState = State.FAILURE; instance = this; }
// constructor for setup (not relying on Unity's Start or Awake) public attack_leaf(tree_script world_status) { status = world_status; curState = State.SUCCESS; instance = this; }
// constructor for setup (not relying on Unity's Start or Awake) public is_in_range(tree_script world_status) { status = world_status; curState = State.SUCCESS; instance = this; }
// constructor for setup public lookout_leaf(tree_script world_status) { status = world_status; curState = State.FAILURE; instance = this; }
// initialising methods public sequence_memory(tree_script world_status) { status = world_status; children = new List<general_node>(); instance = this; }
// constructor for setup public selector(tree_script world_status) { status = world_status; children = new List<general_node>(); instance = this; }
// constructor for setup (not relying on Unity's Start or Awake) public is_cooled_down(tree_script world_status) { status = world_status; curState = State.SUCCESS; instance = this; }
// constructor for setup (not relying on Unity's Start or Awake) public lock_on_target_leaf(tree_script world_status) { status = world_status; curState = State.SUCCESS; instance = this; }