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diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/BehaviorTreeReference.cs b/Assets/ThirdParty/Behavior Designer/Runtime/Actions/BehaviorTreeReference.cs
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--- a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/BehaviorTreeReference.cs
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-
-
-namespace BehaviorDesigner.Runtime.Tasks
-{
- // Wrapper class for the Behavior Reference task. The Behavior Tree Reference task allows you to run another behavior tree within the current behavior tree.
- // One use for this task is if you have an unit that plays a series of tasks to attack. You may want the unit to attack at different points within
- // the behavior tree, and you want that attack to always be the same. Instead of copying and pasting the same tasks over and over you can just use
- // an external behavior and then the tasks are always guaranteed to be the same. This example is demonstrated in the RTS sample project located at
- // http://www.opsive.com/assets/BehaviorDesigner/samples.php.
- [TaskDescription("Behavior Tree Reference allows you to run another behavior tree within the current behavior tree.")]
- [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=53")]
- [TaskIcon("BehaviorTreeReferenceIcon.png")]
- public class BehaviorTreeReference : BehaviorReference
- {
- // intentionally left blank - subclass of BehaviorReference
- }
-} \ No newline at end of file