public override void Activate(BTDatabase database) { base.Activate(database); _primaryChild.Activate(database); ResetRuningChildren(); }
public override void Activate(BTDatabase database) { base.Activate(database); if (!_isSpecial) { _readDataID = _database.GetDataId(_readDataName); } }
/// <summary> /// Activate the node, which is called on Start of a BTTree. /// Can be seen as initialization method. /// </summary> /// <param name="database">Database.</param> public virtual void Activate(BTDatabase database) { _database = database; if (clearTick != null) { clearTick.Activate(database); } }
public override void Activate(BTDatabase database) { base.Activate(database); foreach (BTConditional conditional in _conditionals) { conditional.Activate(database); } }
public void Initialize(BTDatabase data) { _database = data; if (_root.name == null) { _root.name = "Root"; } _root.Activate(_database); }
public override void Activate(BTDatabase database) { base.Activate(database); foreach (BTNode child in children) { child.Activate(database); } }
public override void Activate(BTDatabase database) { base.Activate(database); for (int i = 0, max = mConditionals.Count; i < max; ++i) { mConditionals[i].Activate(database); } }
/// <summary> /// Init this tree by constructing the behavior tree. /// Root node should be returned. /// </summary> public virtual BTNode Init() { _database = GetComponent <BTDatabase>(); if (_database == null) { _database = gameObject.AddComponent <BTDatabase>(); } return(null); }
public BTTree(BTNode root, BTDatabase data) { mRoot = root; mDatabase = data; if (mRoot.Name == null) { mRoot.Name = "Root"; } mRoot.Activate(mDatabase); }
public override void Activate(BTDatabase database) { base.Activate(database); for (int i = 0, max = ChildNodes.Count; i < max; ++i) { BTNode tmpNode = ChildNodes[i]; if (null != tmpNode) { tmpNode.Activate(database); } } }
/// <summary> /// Init this tree by constructing the behavior tree. /// Root node should be returned. /// </summary> public virtual BTNode Init() { _database = GetComponent <BTDatabase>(); if (_database == null) { _database = gameObject.AddComponent <BTDatabase>(); } //每个行为树上挂一个动画事件的接收器 if (_useAnimEvent) { _animEvent = GetComponent <AnimEvent>(); if (_animEvent == null) { _animEvent = gameObject.AddComponent <AnimEvent>(); } } return(null); }
public override void Activate(BTDatabase database) { base.Activate(database); ChildNode.Activate(database); }
/// <summary> /// Activate the node, which is called on Start of a BTTree. /// Can be seen as initialization method. /// </summary> /// <param name="database">Database.</param> public virtual void Activate(BTDatabase database) { mDataBase = database; }
public override void Activate(BTDatabase database) { base.Activate(database); _readDataId = database.GetDataId(_readDataName); }
public override void Activate(BTDatabase database) { base.Activate(database); child.Activate(database); }