Added Behavior Graph asset for AI simulations
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace DefaultNamespace.BehaviorTree
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{
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public class Tree : MonoBehaviour
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{
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private Node _rootNode;
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// may be you want to run this tree anyways without looking for
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// the current state, then throw the ifs away
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private void OnEnable()
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{
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// create first node
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_rootNode = new Sequence(new List<Node>());
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//if (_rootNode.OnStart() == Status.Failure) enabled = false;
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Debug.Log($"Root node status at start: {_rootNode.OnStart()}");
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}
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private void OnDisable()
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{
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_rootNode.OnEnd();
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}
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private void Update()
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{
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// Status status = _rootNode.OnUpdate();
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//
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// switch (status)
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// {
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// case Status.Success:
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// break;
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// case Status.Failure:
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// break;
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// case Status.Running:
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// break;
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// default:
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// throw new ArgumentOutOfRangeException();
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// }
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Debug.Log($"Root node status at update: {_rootNode.OnUpdate()}");
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}
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}
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}
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