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path: root/Client/Assets/Behavior Designer/Runtime/Actions/BehaviorTreeReference.cs
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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
    }
}