IEnumerator EvaluateBehaviour() { yield return(new WaitForSeconds(0)); n_root.Evaluate(); b_isProcessing = false; }
private void Update() { if (isCharacteristicSet && state == State.ALIVE) { _rootNode.Evaluate(); } //else // //Debug.LogError("ERROR!! Characteristics for " + gameObject.name + " haven't been set"); }
private void Update() { RootNode.Evaluate(); }