We can create custom decisions and actions starting from the pseudo-abstract classes we've already created; for example, a decision on whether to attack or run away from the player.
The following code snippet demonstrates the custom Boolean decision:
using UnityEngine; using System.Collections; public class DecisionBool : Decision { public bool valueDecision; public bool valueTest; public override Action GetBranch() { if (valueTest == valueDecision) return nodeTrue; return nodeFalse; } }