void Awake() { _trees.Clear(); var btComps = FindObjectsOfType <BonsaiTreeComponent>(); foreach (BonsaiTreeComponent btc in btComps) { BehaviourTree blueprint = btc.TreeBlueprint; if (blueprint) { var tree = BehaviourTree.Clone(blueprint); tree.actor = btc.gameObject; btc.bt = tree; _trees.Add(tree); } else { Debug.LogError("The associated behaviour tree is null."); } } }
public static void AddTree(BehaviourTree blueprint) { var btInstance = BehaviourTree.Clone(blueprint); btInstance.Start(); _trees.Add(btInstance); }
void Awake() { if (TreeBlueprint) { treeInstance = BehaviourTree.Clone(TreeBlueprint); treeInstance.actor = gameObject; } else { Debug.LogError("The behaviour tree is not set for " + gameObject); } }