using SampleBehavirTree; using System.Collections; using System.Collections.Generic; using UnityEngine; /// /// 只要有一个节点返回False,则停止检测其他节点,运行状态为False /// public class Sequence : Composite { public override IEnumerator Execute() { foreach (var node in nodes) { yield return BehaviourCtrl.Instance.StartCoroutine(node.Execute()); if (node.state == State.Fail) { this.state = State.Fail; break; } } this.state = SampleBehavirTree.State.Succeed; } }