public override NodeStatus Tick(BehaviorBlackboard data) { if (this.Outputs[0].connections.Count == 0) { Debug.LogError("Behavor Tree Designer\nOutput node is not connected on node: " + this.name); return(NodeStatus.ERROR); } BaseBehaviorNode node = (BaseBehaviorNode)this.Outputs[0].connections[0].body; if (start) { data.Add(guid.ToString(), Time.time); } float time = (float)data.Get(guid.ToString()); if (time + waitTime > Time.time) { start = false; return(NodeStatus.RUNNING); } else { start = true; return(node.Tick(data)); } }
public override NodeStatus Tick(BehaviorBlackboard data) { if (this.Outputs[0].connections.Count == 0) { Debug.LogError("Behavor Tree Designer\nOutput node is not connected on node: " + this.name); return(NodeStatus.ERROR); } BaseBehaviorNode node = (BaseBehaviorNode)this.Outputs[0].connections[0].body; NodeStatus status = NodeStatus.SUCCESS; int rep = (int)data.Get(guid.ToString()); status = node.Tick(data); if (status == NodeStatus.RUNNING) { return(status); } rep += 1; if (rep < repNumber) { status = NodeStatus.RUNNING; data.Add(guid.ToString(), rep); } else { data.Add(guid.ToString(), 0); } return(status); }
public override NodeStatus Tick(BehaviorBlackboard data) { if (this.Outputs[0].connections.Count == 0) { Debug.LogError("Behavor Tree Designer\nRoot node is not connected."); return(NodeStatus.ERROR); } BaseBehaviorNode node = (BaseBehaviorNode)this.Outputs[0].connections[0].body; return(node.Tick(data)); }
public override NodeStatus Tick(BehaviorBlackboard data) { if (this.Outputs[0].connections.Count == 0) { Debug.LogError("Behavor Tree Designer\nOutput node is not connected on node: " + this.name); return(NodeStatus.ERROR); } BaseBehaviorNode node = (BaseBehaviorNode)this.Outputs[0].connections[0].body; NodeStatus status = node.Tick(data); Debug.Log("Behavor Tree Designer Logger\nComing from: " + node.name + ". Result: " + status.ToString()); return(status); }
public override NodeStatus Tick(BehaviorBlackboard data) { if (this.Outputs[0].connections.Count == 0) { Debug.LogError("Behavor Tree Designer\nOutput node is not connected on node: " + this.name); return(NodeStatus.ERROR); } BaseBehaviorNode node = (BaseBehaviorNode)this.Outputs[0].connections[0].body; NodeStatus status = node.Tick(data); if (status == NodeStatus.SUCCESS) { status = NodeStatus.FAILURE; } else if (status == NodeStatus.FAILURE) { status = NodeStatus.SUCCESS; } return(status); }
private void DoTick() { rootNode.Tick(data); }
public override NodeStatus Tick(BehaviorBlackboard data) { return(subRoot.Tick(data)); }