Behavior-Tree | A lightweight library of Behavior Trees Library in C | Dataset library
kandi X-RAY | Behavior-Tree Summary
kandi X-RAY | Behavior-Tree Summary
A lightweight behavior tree library in C++. BT++.
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QUESTION
I've implemented a simple Behavior Tree algorithm which I intend to use inside a Unity project. It's mostly working as I expected, except I'm having trouble making proper use of it, which might be caused by some misunderstanding of mine. My problem is as follows:
If a leaf node takes a long time to finish, for instance, an action that makes a game unit follow a specific path, that means the leaf node is currently at the "running" state. However, if I return the state, I can no longer run the rest of the function, which means I can't reach my destination.
So my question is: what is the proper way to tell my tree that a leaf node is running?
Here's what I got on my ActionNode class:
...ANSWER
Answered 2019-Sep-24 at 15:19Okay, I figured out what I was doing wrong. I was assuming that my tree was responsible for executing the action code, when it is actually supposed to only evaluate the state of every node. In this case, my above example would change to something like this:
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