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 } }