using RebootKit.Engine.Simulation; namespace RebootKit.Engine.AI { public class BehaviourTree : BehaviourNode { public BehaviourTree(string name) : base(name) { } public override Status Process(Actor target, float dt) { while (m_CurrentChild < Children.Count) { Status status = Children[m_CurrentChild].Process(target, dt); if (status != Status.Success) { return status; } m_CurrentChild += 1; } return Status.Success; } } }