internal MyBehaviorTreeState Action_GoToPosition() { if ((m_player.Character.PositionComp.GetPosition() - m_positionToGo.Value).LengthSquared() >= 10 * 10) { m_navigation.Goto(m_positionToGo.Value); return(MyBehaviorTreeState.RUNNING); } else { m_navigation.StopImmediate(); return(MyBehaviorTreeState.SUCCESS); } }
public virtual void Reset() { if (BehaviorTree != null) { BotMemory.ResetMemory(BehaviorTree, true); } m_navigation.StopImmediate(true); AgentActions.AiTarget.UnsetTarget(); }
public virtual void Reset() { BotMemory.ResetMemory(true); m_navigation.StopImmediate(true); AgentActions.AiTargetBase.UnsetTarget(); }