From 22891bf59032ba88262824255a706d652031384b Mon Sep 17 00:00:00 2001 From: chai Date: Thu, 10 Mar 2022 14:07:40 +0800 Subject: * move folder --- .../Runtime/Actions/BehaviorTreeReference.cs | 17 ----------------- 1 file changed, 17 deletions(-) delete mode 100644 Assets/ThirdParty/Behavior Designer/Runtime/Actions/BehaviorTreeReference.cs (limited to 'Assets/ThirdParty/Behavior Designer/Runtime/Actions/BehaviorTreeReference.cs') diff --git a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/BehaviorTreeReference.cs b/Assets/ThirdParty/Behavior Designer/Runtime/Actions/BehaviorTreeReference.cs deleted file mode 100644 index b0611bce..00000000 --- a/Assets/ThirdParty/Behavior Designer/Runtime/Actions/BehaviorTreeReference.cs +++ /dev/null @@ -1,17 +0,0 @@ - - -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 -- cgit v1.1-26-g67d0