Пример #1
0
        public override void OnStateUpdate()
        {
            if (_RuntimeBT != null)
            {
                _ArgumentList.UpdateInput(_RuntimeBT, GraphArgumentUpdateTiming.Execute);

                _RuntimeBT.Execute();
            }
        }
        public override void OnStateUpdate()
        {
            if (_BehaviourTree != null)
            {
                _ArgumentList.UpdateInput(_BehaviourTree, GraphArgumentUpdateTiming.Execute);

                _BehaviourTree.Execute();
            }
        }
Пример #3
0
    private void UpdateDecision()
    {
        if (behaviourTree == null)
        {
            return;
        }

        if (_decisionTimer >= decisionTickRate)
        {
            behaviourTree.Execute();
            _decisionTimer -= decisionTickRate;
        }

        _decisionTimer += Time.deltaTime;
    }
        protected override void OnExecute()
        {
            if (_BehaviourTree != null)
            {
                _ArgumentList.UpdateInput(_BehaviourTree, GraphArgumentUpdateTiming.Execute);

                _BehaviourTree.Execute();
                if (_IsFinished)
                {
                    _BehaviourTree.Stop();
                    _BehaviourTree.enabled = false;

                    FinishExecute(_Success);
                }
            }
        }
        protected override void OnExecute()
        {
            if (_RuntimeBT != null)
            {
                _ArgumentList.UpdateInput(_RuntimeBT, GraphArgumentUpdateTiming.Execute);

                _RuntimeBT.Execute();

                if (_IsFinished)
                {
                    _RuntimeBT.Stop();
                    _RuntimeBT.gameObject.SetActive(false);

                    FinishExecute(_Success);
                }
            }
        }