Recent content by OhJeongSeok

  1. O

    Question about ExternalBehaviour

    using System.Collections; using System.Collections.Generic; using UnityEngine; using PancakeRestaurant; using Ez.Pooly; using UnityEngine; using BehaviorDesigner.Runtime; public class ZombieSpawner : MonoBehaviour { public GameObject SpawnZombiePrefab; public float StartTime = 5.0f...
  2. O

    Question about ExternalBehaviour

    Hello. I'm developing the zombie FPS game. My zombie has Behaviour tree. Each zombie trace a player and attack a player. I have a problem. My game spawn a zombie using pool system. When zombie spawned, zombie object activated. There is a lot of overhead in the Behaviour.Start() function...
  3. O

    Hello, I have a question about sequence.

    public bool DoAttack = false; public bool InAttack = false; public void AttackProcess() { if(DoAttack) { if(InAttack == false) { StartCoroutine(PlayAttackAnimation()); } } } IEnumerator AttackCoroutine() { // InAttack set true to prevent call...
  4. O

    Hello, I have a question about sequence.

    Thanks Justin. I solve this problem. But I have another problem. At the end of the Zombie Attack Action, the Behavior tree is closed. I want Compare shared bool to be checked over and over again.
  5. O

    Hello, I have a question about sequence.

    Hello, I have a question about sequence. I have a behavior tree like this. Conditional Compare Shared bool is a conditional. This compares two boolean variables. Returns true if they are equal, false if they are different Zombie Attack Action is triggered if the boolean variable is true...
  6. O

    How do I call OnFixedUpdate()?

    Hello. I tried to call OnFixedUpdate method in the Action. public class TestAction : Action { public override void OnAwake() { Debug.Log("TestAction OnAwake"); } public override void OnFixedUpdate() { Debug.Log("TestAction OnFixedUpdate"); } } Like...
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