private IBehaviourNode CreateBehaviourTree() { // Shoot, Chase, Idle var ret = new PrioritySelector( BehaviourFactory.CreateShootTarget(), BehaviourFactory.CreateChaseTarget(), BehaviourFactory.CreateGuardPosition(() => GuardPosition)); return(ret); }
private IBehaviourNode CreateBehaviourTree() { // Shoot, Chase, Idle var ret = new ConcurrentSelector(behaviourFactory.CreateFindTarget(), new PrioritySelector( behaviourFactory.CreateShootTarget(), behaviourFactory.CreateChaseTarget(), behaviourFactory.CreatePickupClosestResource(30), behaviourFactory.CreateExplore())); return(ret); }