Wojciech Karolczak
Wojciech Karolczak
It could also be a way to add labelling directly into node creation as I shown in #31 or would allow for easy Label "fake decorator" like so ```cs Label("Steering",...
Update: I found out you can "Label" nodes. What about adding extension method or member method to node like ```cs new Selector(...).Labeled("Steering"); ``` or "fake decorator" like ```cs NPBehave.Labeled("Steering", new...
Checked it briefly, it's fine but "Fake Decorator" would be still a little better due to information flow. Because then you have label next to actual node definition and not...
Actual utility method would look more or less like this now that I look at it: ```cs public static class NPBehaveUtils { public static Node Label(string label, Node node) {...
I also think, after second thought that it would be the best solution due to it being universal for every Node
Random on childs won't give correct probability I think. And even if, you would have to tweak probability everytime you change number of childs.
Okay, I've done some tests and looks like Selector + Random method gives uneven results. ![RandomDistribution](https://user-images.githubusercontent.com/38141841/59417505-ace1d380-8dc7-11e9-8621-07d42e0ecf4b.png) (21 tests, each test was stopped when any bar reached 200 points) You can...
@Luuno // What Selector and Random methods you have in mind?
@meniku // In theory, best way would be to keep randomised order, but I don't fully understand stop rules yet. I will probably change it, but first I have to...
@Luuno // Just use Random Selector like Selector.