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BABA_YAGA/Assets/Scripts/AI NPC/BehavourTreeCore.cs

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2026-05-30 17:41:31 +07:00
using System.Collections.Generic;
using UnityEngine;
public enum NodeState
{
Success, Failure, Running
}
public abstract class Node
{
protected NodeState state;
public NodeState State => state;
public abstract NodeState Evaluate();
}
public class Selector : Node
{
protected List<Node> nodes = new List<Node>(); // children nodes
public Selector(List<Node> nodes)
{
this.nodes = nodes;
}
public override NodeState Evaluate()
{
foreach (var node in nodes)
{
switch (node.Evaluate())
{
case NodeState.Failure:
continue;
case NodeState.Success:
state = NodeState.Success;
return state;
case NodeState.Running:
state = NodeState.Running;
return state;
}
}
state = NodeState.Failure;
return state;
}
}