///Ticks the assigned Behaviour Tree for this owner agent and returns it's root status public Status Tick() { if (BT == null) { Debug.LogWarning("There is no Behaviour Tree assigned", gameObject); return(Status.Resting); } return(BT.Tick(this, blackboard)); }
///////// protected override Status OnExecute(Component agent, IBlackboard blackboard) { if (subTree == null || subTree.primeNode == null) { return(Status.Failure); } if (status == Status.Resting) { currentInstance = CheckInstance(); } return(currentInstance.Tick(agent, blackboard)); }