public BehaveResult Tick(Behave.Runtime.Tree sender, bool init) { Debug.Log("Ticked Received by unhandled " + (BLNewBehaveLibrary0.IsAction(sender.ActiveID) ? "Action " : "Decorator ") + " ... " + (BLNewBehaveLibrary0.IsAction(sender.ActiveID) ? ((BLNewBehaveLibrary0.ActionType)sender.ActiveID).ToString() : ((BLNewBehaveLibrary0.DecoratorType)sender.ActiveID).ToString())); return(BehaveResult.Success); }
//Dette er grundstenen i Behave. I stedet for BLNewBehaveLibrary, skriver man sit eget navn IEnumerator Start() { m_Tree = BLNewBehaveLibrary0.InstantiateTree( BLNewBehaveLibrary0.TreeType.HeroAI1_NewTree1, this); while (Application.isPlaying && m_Tree != null) { yield return(new WaitForSeconds(1 / m_Tree.Frequency)); AIUpdate(); } }
IEnumerator Start() { stepSecuence = 1; existsPath = false; aStarDest = Vector2.zero; dest = (Vector2)transform.localPosition; position = dest; vecinos = maze.GetComponent <nivel>().getVecinos(position); direction = Vector2.zero; m_Tree = BLNewBehaveLibrary0.InstantiateTree(BLNewBehaveLibrary0.TreeType.NewCollection1_NewTree1, this); while (Application.isPlaying && m_Tree != null) { yield return(new WaitForSeconds(1.0f / m_Tree.Frequency)); AIUpdate(); } }