public Status Tick() { Profiler.BeginSample(gameObject.name); Status status = m_treeRoot.Tick(); #if DEBUG if (status == Status.Error) { BehaviorTreeDebug.LogError(this, $"[BehaviorTreeAgent] Behavior tree at {gameObject.name} finished a tick with an error"); } #endif Profiler.EndSample(); return(status); }
private void Awake() { #if DEBUG if (m_SerializedBehaviorTree == null) { BehaviorTreeDebug.LogError(this, "Serialized behavior tree is null"); return; } if (m_BlackboardContainer == null) { BehaviorTreeDebug.LogError(this, "Blackboard container is null"); return; } #endif m_treeRoot = m_SerializedBehaviorTree.CreateTree(m_BlackboardContainer.blackboard); m_treeRoot.Initialize(); }