Closed paulpach closed 12 years ago
Already supported through agent implementation - even overridable with agent inheritance. You can even parameterize which subtrees to execute.
It would be a lot simpler if when I create a collection I could specify the parent collection. It would automatically inherit all trees from parent, and override the trees you have defined in your current collection.
I would gladly submit patches for that if you let me see the code, with copyright assignment and whatever else you require.
On Thu, Apr 19, 2012 at 12:42 AM, Emil Johansen < reply@reply.github.com
wrote:
Already supported through agent implementation - even with agent inheritance. You can even parameterize which subtrees to execute.
public BehaveResult StartPanicAction { get { panic = true; return BehaveResult.Success; } }
public BehaveResult PatrolAction { get { return panic ? panicPatrolTree.Tick (this) : patrolTree.Tick (this); } }
Reply to this email directly or view it on GitHub: https://github.com/AngryAnt/Behave-release/issues/47#issuecomment-5215272
As seen on the behaviour trees video from aigamedev.
it would be nice to have collection inheritance. So for example, I have a top level tree that picks between wandering, chasing and avoiding based on player proximity and mob health. where wandering, chasing and avoiding are subtrees.
I would create an inherited collection where I would override the wander, chasing and avoiding trees to take advantage of the mob's unique animations. However, the top level tree would remain the same.