/// <summary> /// performs the given behavior /// </summary> /// <returns>the behaviors return code</returns> public override BehaviorReturnCode Behave() { ReturnCode = _Behavior.Behave(); if (ReturnCode == BehaviorReturnCode.Failure) { return(BehaviorReturnCode.Failure); } else { ReturnCode = BehaviorReturnCode.Running; return(BehaviorReturnCode.Running); } }
public override BehaviorReturnCode Behave() { try { if (r_RandomFunction.Invoke() <= r_Probability) { ReturnCode = r_Behavior.Behave(); return(ReturnCode); } else { ReturnCode = BehaviorReturnCode.Running; return(BehaviorReturnCode.Running); } } catch (Exception e) { #if DEBUG Console.Error.WriteLine(e.ToString()); #endif ReturnCode = BehaviorReturnCode.Failure; return(BehaviorReturnCode.Failure); } }
public virtual BehaviorState Behave() { return(root.Behave()); }
/// <summary> /// performs the given behavior /// </summary> /// <returns>the behaviors return code</returns> public override BehaviorReturnCode Behave() { ReturnCode = _Behavior.Behave(); ReturnCode = BehaviorReturnCode.Running; return(BehaviorReturnCode.Running); }
/// <summary> /// performs the given behavior /// </summary> /// <returns>the behaviors return code</returns> public override BehaviorReturnCode OnBehave(TreeContext context) { ReturnCode = _Behavior.Behave(context); ReturnCode = BehaviorReturnCode.Running; return(BehaviorReturnCode.Running); }
// Update is called once per frame void Update() { base.Update(); _root.Behave(); }