public override bool Process(AiController theOwner) { foreach (IBehaviorTreeNode _node in children) { if (!_node.Process(theOwner)) { return(false); } } return(true); }
public override bool Process(AiController theOwner) { return(theOwner.CanNotFindPlayer()); }
/// <summary> /// 由子类实现 /// </summary> /// <param name="theOwner"></param> /// <returns></returns> public virtual bool Process(AiController theOwner) { return(child.Process(theOwner)); }
/// <summary> /// 由子树实现 /// </summary> /// <param name="theOwner"></param> /// <returns></returns> public virtual bool Process(AiController theOwner) { return(true); }
public bool Process(AiController theOwner) { return(root.Process(theOwner)); }
public override bool Process(AiController theOwner) { return(!base.Process(theOwner)); }
public override bool Process(AiController theOwner) { return(theOwner.IsPlayerInAttackRange()); }
public override bool Process(AiController theOwner) { theOwner.Patrol(PatrolRange); return(true); }
public override bool Process(AiController theOwner) { theOwner.Attack(); return(true); }