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522 changes: 291 additions & 231 deletions README.md

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2 changes: 1 addition & 1 deletion Runtime/ExtendedFBT.cs → Runtime/ExtendedNodes.cs
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Expand Up @@ -8,7 +8,7 @@ namespace Baltin.FBT
/// Extended version of Functional Behaviour tree containing some additional convenient nodes
/// </summary>
/// <typeparam name="T">Blackboard type</typeparam>
public static class ExtendedFbt
public static class ExtendedNodes
{
/// <summary>
/// Action node, using Action<T> as a delegate to execute
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2 changes: 1 addition & 1 deletion Runtime/LightestFBT.cs → Runtime/MainNodes.cs
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Expand Up @@ -42,7 +42,7 @@ public static Status ToStatus(this bool value) =>
/// 3. Extremely fast, because here inside there are only the simplest conditions, loops and procedure calls
/// </summary>
/// <typeparam name="T">A type of 'blackboard' that is an interface to the data and behavior of the controlled object.</typeparam>
public static class LightestFbt
public static class MainNodes
{
/// <summary>
/// Classic inverter node
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2 changes: 1 addition & 1 deletion Runtime/ParallelFbtNodes.cs → Runtime/ParallelNodes.cs
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Expand Up @@ -18,7 +18,7 @@ public enum ParallelPolicy
/// Here are some controversial nodes that I am not sure are necessary.
/// </summary>
/// <typeparam name="T">Blackboard type</typeparam>
public static class ParallelFbtNodes
public static class ParallelNodes
{
/// <summary>
/// Current status of the parallel node aggregating statuses of all the children nodes
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6 changes: 3 additions & 3 deletions package.json
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@@ -1,10 +1,10 @@
{
"name": "com.baltin.fbt",
"version": "0.5.4",
"version": "0.6.0",
"displayName": "FunctionalBT",
"description": "Functional Behavior Tree Design Pattern Implementation",
"unity": "2019.3",
"keywords": ["unity", "tools", "library", "behavior tree", "ai", "npc", "async", "task"],
"unity": "2021.2",
"keywords": ["unity", "tools", "library", "behavior tree", "ai", "npc"],
"author": {
"name": "Dmitry Baltin",
"email": "baltin.dmitry@gmail.com",
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