using UnityEngine; using System.Collections; public class AiRoot : AiBehavior { public AiBehavior child; public AiBlackboard blackboard; private Health _health; void Start() { blackboard.SetValue("gameobject", gameObject); _health = GetComponent(); } void FixedUpdate() { OnExecute(blackboard); } protected override BehaviorStatus OnExecute(AiBlackboard blackboard) { if (enabled && (_health == null || !_health.Dead)) { if (child == null) { Debug.LogWarning("AiRoot: child is null"); return BehaviorStatus.Invalid; } return child.Tick(blackboard); } return BehaviorStatus.Success; } }