The structure of Inverter.cs is a bit different, but it derives from Node, just like the rest of the nodes. Let's take a look at the code and spot the differences:
using UnityEngine; using System.Collections; public class Inverter : Node { /* Child node to evaluate */ private Node m_node; public Node node { get { return m_node; } } /* The constructor requires the child node that this inverter decorator * wraps*/ public Inverter(Node node) { m_node = node; } /* Reports a success if the child fails and * a failure if the child succeeds. Running will report * as running */ public override NodeStates Evaluate() { switch (m_node.Evaluate()) { case NodeStates.FAILURE: m_nodeState = NodeStates.SUCCESS; return ...