activelogic-cs
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Behavior Trees and Case Logic for C#7
Unity startup guide should be restructured following the stateless/stateful boundary, as this is both a good learning curve and useful to Active-LT users
Unity provides functions for these; AL needs an equivalent with good support for expression bodied members. Want debug drawing logged and labelled, so we can filter crowded output later on.
In a typical case you create a BT (say 'A') with its agent set to loop = false. Then you stack another BT (say 'B') When B returns `done`, the...
Pushing BTs is useful, however the related APIs are currently not available to external clients; make the related APIs public.
I have a project I'd love to use this library on and for reasons I'm limited to .Net Framework only. Would it be possible to get a .Net framework compatible...
Referring: - [Introduction to Utility theory](http://www.gameaipro.com/GameAIPro/GameAIPro_Chapter09_An_Introduction_to_Utility_Theory.pdf) - [Dual Utility reasoning](http://www.gameaipro.com/GameAIPro2/GameAIPro2_Chapter03_Dual-Utility_Reasoning.pdf) - [Building utility into behavior trees](http://www.gameaipro.com/GameAIPro/GameAIPro_Chapter10_Building_Utility_Decisions_into_Your_Existing_Behavior_Tree.pdf)
A welcoming sample will: - Focus on simple sequences and selectors - Perhaps illustrate one or two common unary ops - Avoid *undef* foobar (which is rarely used)
The `Try` expression wrapper would return a boolean. Example: ```cs return Try(obj = EvalObj()) && done; // false if null, true otherwise. ``` Converting `null` objects to a failing status...