Recent content by ffbh

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    Why does BehaviorReference use an array of ExternalBehavior?

    For a parentTask with only one child, using a single ExternalBehavior field is sufficient. For a parentTask with multiple children, such as Sequence and Selector, we could use multiple BehaviorReferences, with each BehaviorReference containing one ExternalBehavior.. Is there any benefit to using...
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    Add Task to Execute All Children

    This task would execute all child nodes sequentially, ignoring their return values. It would function similarly to the Sequence or Selector tasks but would ensure all children are run regardless of their success or failure states. it is the method that copied from Selector public override bool...
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    Calculating Results for FindLCA, IsParentTask, and IsChild into a 2D Array

    Yes, I'm modifying the runtime source code, and the results for FindLCA, IsParentTask, and IsChild will be used to replace the three corresponding methods. I plan to integrate these into BehaviorManager.BehaviorTree, alongside the parentIndex list. If parentIndex does not change after loading...
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    Calculating Results for FindLCA, IsParentTask, and IsChild into a 2D Array

    public List<List<int>> childrenIndex = new List<List<int>>(); public List<int> parentIndex = new List<int>(); After testing, I've discovered that each instance of BehaviorTree uses different instances of these lists, with over 150 lists per BehaviorTree. With 500 units, this results in...
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    Calculating Results for FindLCA, IsParentTask, and IsChild into a 2D Array

    I'm planning to calculate the results for three methods: FindLCA, IsParentTask, and IsChild, and store them in a 2D array. Where should I place the calculation logic?
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    Question about ObjectPool

    In BehaviourManager, I see code like this: ObjectPool.Get<TaskAddData.OverrideFieldValue>(), but I couldn't find where this object is being returned. The only relevant code I found is: foreach (var field in overrideFields) { ObjectPool.Return(field); } However, the type of field is...
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    Where can I download the source code for BehaviorDesigner.Editor.dll?

    I’m in the process of removing GameObject-related code from the runtime source code and have deleted some files and fields that were not useful to my project. This led to an error with Editor.dll. Although it seems to work after deleting the Editor folder, I can no longer view the external...
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    Where can I download the source code for BehaviorDesigner.Editor.dll?

    The page below only provides a download link for the Runtime Source Code, which includes the source code for the runtime DLL. However, I need the source code for the BehaviorDesigner.Editor.dll. Where can I find it? https://opsive.com/support/documentation/behavior-designer/installation/
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    The same action is executed twice in one Tick when TaskExecutionType=NoDuplicates

    The parent task is the 'Until Failure'. Why does it make my action rerun twice in one tick instead of continuing to rerun indefinitely when it returns Success in the same Tick?
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    The same action is executed twice in one Tick when TaskExecutionType=NoDuplicates

    My custom action returns 'Success' and is executed twice in one tick. When it returns 'Running,' it executes only once per tick.
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    The same action is executed twice in one Tick when TaskExecutionType=NoDuplicates

    13.87306: Alead - People: Pop task Creature Attack (Core.Automation.Action.CreatureAttack, index 125) at stack index 0 with status Success UnityEngine.MonoBehaviourPrint (object) BehaviorDesigner.Runtime.BehaviorManagerPopTask...
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    The same action is executed twice in one Tick when TaskExecutionType=NoDuplicates

    I enabled "Log Task Changes": 11.31619: Alead - People: Push task Until Failure (BehaviorDesigner.Runtime.Tasks.UntilFailure, index 124) at stack index 0 UnityEngine.MonoBehaviourPrint (object) BehaviorDesigner.Runtime.BehaviorManagerPushTask...
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    Issues found by rider

    Recently, I've been in the process of removing the GameObject-related components from the behavior tree code. While reviewing the code, Rider detected several minor issues, including some related to performance. Could you please install Rider and inspect these issues? I've listed some of them...
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    use behaviour tree without game object

    Okay, I will try to implement it myself when I find time. Also, regarding the Behaviour Tree2 that is under development, I hope you can consider extracting the pure behavior tree code from the game object.
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    use behaviour tree without game object

    I draw the agent myself with the Graphics.DrawMesh, but for now for each agent I have to create one game object into which I put the behaviour tree component. would it be possible that I use the behaviour tree without game object?
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