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When ticked, the following tree returns Success, when I would expect it to return Running. Is this intended?
The text was updated successfully, but these errors were encountered:
This is the monobehaviour I tested with. Attach to any Unity game object, and enter playmode for the result to be printed in the console.
public class AivoRunningTest : MonoBehaviour { TreeNode<float> behaviorTree; private void Awake() { behaviorTree = Tree(); } private void Update() { Debug.Log(behaviorTree.Tick((long)Time.deltaTime, 0f)); } public ActionNode<float> ReturnsRunning = new ActionNode<float>((timeTick, ctx) => { return AivoTreeStatus.Running; }); public ActionNode<float> ReturnsSuccess = new ActionNode<float>((timeTick, ctx) => { return AivoTreeStatus.Success; }); public TreeNode<float> Tree() { return new SelectorNode<float> ( ReturnsRunning, ReturnsSuccess ); } }
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When ticked, the following tree returns Success, when I would expect it to return Running. Is this intended?
The text was updated successfully, but these errors were encountered: