示例#1
0
        public static bool build_behavior_tree(BehaviorTree bt)
        {
            bt.SetClassNameString("BehaviorTree");
            bt.SetId(-1);
            bt.SetName("npc");
            bt.IsFSM = false;
#if !BEHAVIAC_RELEASE
            bt.SetAgentType("NPC");
#endif
            // children
            {
                Assignment_bt_npc_node0 node0 = new Assignment_bt_npc_node0();
                node0.SetClassNameString("Assignment");
                node0.SetId(0);
#if !BEHAVIAC_RELEASE
                node0.SetAgentType("NPC");
#endif
                bt.AddChild(node0);
                bt.SetHasEvents(bt.HasEvents() | node0.HasEvents());
            }
            return(true);
        }
示例#2
0
		public static bool build_behavior_tree(BehaviorTree bt)
		{
			bt.SetClassNameString("BehaviorTree");
			bt.SetId(-1);
			bt.SetName("npc");
			bt.IsFSM = false;
#if !BEHAVIAC_RELEASE
			bt.SetAgentType("NPC");
#endif
			// children
			{
				Assignment_bt_npc_node0 node0 = new Assignment_bt_npc_node0();
				node0.SetClassNameString("Assignment");
				node0.SetId(0);
#if !BEHAVIAC_RELEASE
				node0.SetAgentType("NPC");
#endif
				bt.AddChild(node0);
				bt.SetHasEvents(bt.HasEvents() | node0.HasEvents());
			}
			return true;
		}