UnityScripterAI
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"implement behavior tree for complicated enemy pattern."
using UnityEngine; using BehaviorDesigner.Runtime; using BehaviorDesigner.Runtime.Tasks; public class EnemyBehaviorTree : MonoBehaviour { /* Attach a Behavior Tree component to the enemy and assign the behavior tree asset in the Unity Inspector */ public BehaviorTree behaviorTree; void Start() { if (behaviorTree == null) { Debug.LogError("Behavior Tree not assigned to the enemy."); return; } /* Initialize the behavior tree */ behaviorTree.EnableBehavior(); } void Update() { /* Update the behavior tree */ behaviorTree.Tick(); } } /* Create a custom task for the enemy behavior in the Behavior Designer */ [TaskCategory("Custom")] public class CustomEnemyTask : Action { /* Add variables and methods specific to the enemy behavior here */ public override TaskStatus OnUpdate() { /* Implement the custom enemy behavior here */ return TaskStatus.Success; } }