void FixedUpdate() { Path newPath = treeRoot.Evaluate(this); currentPath = newPath ?? currentPath; behaviour.ApplyInput(stateMachine.Update()); }
public override float Evaluate() { decisionScore = (playerIsNearConsideration.Evaluate() * 2) * canSeePlayerConsideration.Evaluate() * healDecision.Evaluate(); return(decisionScore); }
public override float Evaluate() { decisionScore = (cantSeePlayerConsideration.Evaluate() - healDecision.Evaluate()) * isntPatrollingConsideration.Evaluate(); return(decisionScore); }