using System; using UnityEngine; namespace Saltosion.OneWeapon.AI { [Serializable] public class BehaviourLeaf : BehaviourNode { public Behaviour[] Behaviours; public bool IsLeaf { get { return Behaviours.Length > 0; } } /* Returns true if any action was taken. */ public override bool Execute(Enemy subject) { bool Acted = false; foreach (Behaviour Behaviour in Behaviours) { if (Behaviour.CanBehave(subject)) { if (Behaviour.Execute(subject)) { return true; } else { Acted = true; } } } return Acted; } } }