public ActionNode(ActionNodeDelegate argAction) : base() { action = argAction; }
public ActionNode(ActionNodeDelegate action) { nodeAction = action; }
/*Because this node contains no logic itself, the logic must be passed in the form of a delegate * As the signature states, the action needs to return a NodeStates enum */ public ActionNode(ActionNodeDelegate action) { m_action = action; }
private ActionNodeDelegate Action; //The delegate that is called to evaluate this node public ActionNode(ActionNodeDelegate Action) { this.Action = Action; } //Action Node logic must be passed in the form of a delegate
/* Because this node contains no logic itself, * the logic must be passed in the form of * a delegate. As the signature states, the action * needs to return a NodeStates enum */ public ActionNode(ActionNodeDelegate action, string name) : base(name) { m_action = action; }
public BCondition(ActionNodeDelegate action) { this.action = action; }
public RepeaterUntil(BaseNode argChild, ActionNodeDelegate condition) : base() { child = argChild; terminalCondition = condition; }
public ActionNode(ActionNodeDelegate nodeDelegate) { this.nodeDelegate = nodeDelegate; }
public BTActionNode(ActionNodeDelegate action) { _action = action; }
/* Because this node contains no logic itself, * the logic must be passed in in the form of * a delegate. As the signature states, the action * needs to return a NodeStates enum */ public ActionNode(ActionNodeDelegate action, string name) { m_action = action; this.name = name; }
public ActionNode(ActionNodeDelegate action) { actionDelegate = action; }
/* Because this node contains no logic itself, the logic must be passed in in the form of * a delegate. As the signature states, the action needs to return a NodeState enum */ public ActionNode(ActionNodeDelegate action) { this.Action = action; }
public BTActionNode(ActionNodeDelegate _action) { action = _action; }
/* Because this node contains no logic itself, * the logic must be passed in in the form of * a delegate. As the signature states, the action * needs to return a NodeStates enum */ public CandiceBehaviorAction(ActionNodeDelegate action, CandiceBehaviorNode rootNode) { this.rootNode = rootNode; m_action = action; }
public ActionNode(ActionNodeDelegate action, GameObject ai_) { m_action = action; ai = ai_; }
public NodeAction(ActionNodeDelegate action) { _action = action; }