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+[Your First Custom Node and Tree](#your-first-custom-node-and-tree)
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+[Custom Actions](#custom-actions)
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+[Custom Conditions](#custom-conditions)
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+[Custom Composites](#custom-composites)
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+[Custom Decorators](#custom-decorators)
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*[Submitting your own actions, conditions, ect](#submitting-your-own-actions--conditions--ect)
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## Example Scene
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You might want to look at the capture the flag example project located at `/Assets/FluidBehaviorTree/Examples/CaptureTheFlag/CaptureTheFlag.unity`
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for a working example of how Fluid Behavior Tree can be used in your project. It demonstrates real time usage of this library
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with units who will attempt to capture the flag while grabbing power ups to try and gain the upper hand.
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You might want to look at the capture the flag example project `/Assets/FluidBehaviorTree/Examples/CaptureTheFlag/CaptureTheFlag.unity`
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for a working example of how Fluid Behavior Tree can be used in your project. It demonstrates real time usage
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with units who attempt to capture the flag while grabbing power ups to try and gain the upper hand.
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## Library
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@@ -98,7 +134,7 @@ look into the section on writing your own custom actions.
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#### Wait
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Skip a number of ticks on the Behavior Tree.
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Skip a number of ticks on the behavior tree.
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```C#
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.Sequence()
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## Creating Reusable Behavior Trees
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Trees can be combined with just a few line of code. This can allow you to create injectable template that bundles different
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Trees can be combined with just a few line of code. This allows you to create injectable behavior trees that bundles different
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nodes for complex functionality such as searching or attacking.
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Be warned that spliced trees require a newly built tree for injection, as nodes are not deep copied on splice.
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Be warned that spliced trees require a newly built tree for injection, as nodes are only deep copied on `.Build()`.
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```C#
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usingAdnc.FluidBT.Trees;
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usingAdnc.FluidBT.Tasks;
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usingUnityEngine;
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publicclassMyCustomAi : MonoBehaviour {
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## Creating Custom Reusable Nodes
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What makes Fluid Behavior Tree so powerful is the ability to write your own nodes and extend the tree builder to inject custom parameters. For example we can write a new tree builder method like this that sets the target of your AI system.
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What makes Fluid Behavior Tree so powerful is the ability to write your own nodes and extend the tree builder to inject
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custom parameters. For example we can write a new tree builder method like this that sets the target of your AI system.
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```C#
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vartree=newTreeBuilderCustom(gameObject)
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.Build();
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```
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We'll cover how to build this in the next section **Actions**. It should take about 10 minutes to setup your first custom
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action and extend the pre-existing Behavior Tree Builder.
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### Your First Custom Node and Tree
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Creating the custom action code is quite simple. Below you'll find a complete overview of additional
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methods supported by a custom action.
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It should take about 10 minutes to setup your first custom
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action and extend the pre-existing behavior tree builder script.
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