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); }
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; }