diff options
Diffstat (limited to 'Client/Assets/Behavior Designer/Runtime/Actions/BehaviorTreeReference.cs')
-rw-r--r-- | Client/Assets/Behavior Designer/Runtime/Actions/BehaviorTreeReference.cs | 17 |
1 files changed, 17 insertions, 0 deletions
diff --git a/Client/Assets/Behavior Designer/Runtime/Actions/BehaviorTreeReference.cs b/Client/Assets/Behavior Designer/Runtime/Actions/BehaviorTreeReference.cs new file mode 100644 index 00000000..5bf87b40 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Actions/BehaviorTreeReference.cs @@ -0,0 +1,17 @@ +using UnityEngine;
+
+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
+ }
+}
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