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using System.Collections.Generic; | |
public abstract class Inventory | |
{ | |
protected Creature m_Owner; | |
protected List<Item> m_Items; | |
public virtual void Init(Creature owner) | |
{ |
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using System; | |
using UnityEngine; | |
namespace LimboBehaviorTree | |
{ | |
// @Note: if decorator require tick(float), TickCompleted must be called later, otherwise this node will tick forever!!! | |
// @Note: decorator tick is not that much of usage, since parent stopped, the host of decorator status will be abortByParent, then there's no tick passthrough. | |
// represent pulse passthrough condition. | |
public abstract class BTDecorator : BTTickNode |
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using UnityEditor; | |
using UnityEngine; | |
// allow do something before/after playmode | |
[InitializeOnLoad] | |
public static class PrePlayOptions | |
{ | |
static PrePlayOptions() | |
{ | |
EditorApplication.playModeStateChanged -= OnPlayModeStateChange; |