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authorchai <chaifix@163.com>2021-01-27 16:30:19 +0800
committerchai <chaifix@163.com>2021-01-27 16:30:19 +0800
commit6ee18886c8af3858de5e97599b23086823d9f320 (patch)
treeaed86a8c4887586d976410ecd3d14789b2ee3583 /Client/Assets/Behavior Designer/Runtime/Composites/SelectorEvaluator.cs
parent97da432c35b8c7aaf9dd2c39e2aa4b1f55f36065 (diff)
*更新Behaviour Designer版本,在最下版本有BUG
Diffstat (limited to 'Client/Assets/Behavior Designer/Runtime/Composites/SelectorEvaluator.cs')
-rw-r--r--Client/Assets/Behavior Designer/Runtime/Composites/SelectorEvaluator.cs4
1 files changed, 1 insertions, 3 deletions
diff --git a/Client/Assets/Behavior Designer/Runtime/Composites/SelectorEvaluator.cs b/Client/Assets/Behavior Designer/Runtime/Composites/SelectorEvaluator.cs
index 08bd350c..25505d63 100644
--- a/Client/Assets/Behavior Designer/Runtime/Composites/SelectorEvaluator.cs
+++ b/Client/Assets/Behavior Designer/Runtime/Composites/SelectorEvaluator.cs
@@ -1,6 +1,4 @@
-using UnityEngine;
-
-namespace BehaviorDesigner.Runtime.Tasks
+namespace BehaviorDesigner.Runtime.Tasks
{
[TaskDescription("The selector evaluator is a selector task which reevaluates its children every tick. It will run the lowest priority child which returns a task status of running. " +
"This is done each tick. If a higher priority child is running and the next frame a lower priority child wants to run it will interrupt the higher priority child. " +