From 97da432c35b8c7aaf9dd2c39e2aa4b1f55f36065 Mon Sep 17 00:00:00 2001 From: chai Date: Wed, 27 Jan 2021 16:15:06 +0800 Subject: +behaviour designer --- .../Runtime/Actions/BehaviorTreeReference.cs | 17 +++++++++++++++++ 1 file changed, 17 insertions(+) create mode 100644 Client/Assets/Behavior Designer/Runtime/Actions/BehaviorTreeReference.cs (limited to 'Client/Assets/Behavior Designer/Runtime/Actions/BehaviorTreeReference.cs') 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 + } +} \ No newline at end of file -- cgit v1.1-26-g67d0