[
  {
    "path": ".gitmodules",
    "content": "[submodule \"Submodules/xNode\"]\n\tpath = Submodules/xNode\n\turl = https://github.com/jlreymendez/xNode\n"
  },
  {
    "path": "BehaviourTree/Base/BehaviourTree.cs",
    "content": "namespace Planilo.BT\n{\n    public class BehaviourTree<T> : IAIBehaviour<T, BehaviourTreeState>\n    {\n        #region Public\n        public BehaviourTree(BehaviourTreeNode<T> root, int size)\n        {\n            this.root = root;\n            this.size = size;\n        }\n\n        public BehaviourTreeState Initialize(ref T agent)\n        {\n            return new BehaviourTreeState(size);\n        }\n\n        public void Run(ref T agent, ref BehaviourTreeState state)\n        {\n            root.Run(ref agent, state.NodeStates);\n        }\n        #endregion\n\n        #region Private\n        BehaviourTreeNode<T> root;\n        int size;\n        #endregion\n    }\n}\n"
  },
  {
    "path": "BehaviourTree/Base/BehaviourTree.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ed4ef1c7ca8b1b9499727d97824ea979\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "BehaviourTree/Base/BehaviourTreeEnumerator.cs",
    "content": "﻿using System.Collections;\nusing System.Collections.Generic;\n\nnamespace Planilo.BT\n{\n    public struct BehaviourTreeEnumerator : IEnumerator<int>\n    {\n        int count;\n        int index;\n\n        public BehaviourTreeEnumerator(int count)\n        {\n            this.count = count;\n            this.index = -1;\n        }\n\n        public bool MoveNext()\n        {\n            index++;\n            return index < count;\n        }\n\n        public void Reset()\n        {\n            index = -1;\n        }\n\n        public int Current => index;\n\n        object IEnumerator.Current => Current;\n\n        public void Dispose() { }\n    }\n}"
  },
  {
    "path": "BehaviourTree/Base/BehaviourTreeEnumerator.cs.meta",
    "content": "﻿fileFormatVersion: 2\nguid: 464389cd451545b8acd644a07bf60186\ntimeCreated: 1598016134"
  },
  {
    "path": "BehaviourTree/Base/BehaviourTreeNode.cs",
    "content": "using UnityEngine;\n\nnamespace Planilo.BT\n{\n    public abstract class BehaviourTreeNode<T>\n    {\n        #region Constructor\n        public BehaviourTreeNode(int nodeIndex)\n        {\n            this.nodeIndex = nodeIndex;\n        }\n        #endregion\n\n        #region Public\n        public BehaviourTreeResult Run(ref T agent, BehaviourTreeNodeState[] states)\n        {\n            ref var state = ref states[nodeIndex];\n            state.LastUpdateTime = Time.time;\n            if (state.IsRunning == false) { Initialize(ref agent, states); }\n            state.Result = Update(ref agent, states);\n            if (state.IsRunning == false) { Finalize(ref agent, states); }\n            return state.Result;\n        }\n\n        public virtual void Initialize(ref T agent, BehaviourTreeNodeState[] states) {}\n\n        public abstract BehaviourTreeResult Update(ref T agent, BehaviourTreeNodeState[] states);\n\n        public virtual void Finalize(ref T agent, BehaviourTreeNodeState[] states) {}\n        #endregion\n\n        #region Protected\n        protected int nodeIndex;\n        #endregion\n\n        #region Operators\n        public static implicit operator bool(BehaviourTreeNode<T> node)\n        {\n            return node != null;\n        }\n        #endregion\n    }\n}\n"
  },
  {
    "path": "BehaviourTree/Base/BehaviourTreeNode.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ed661402bf26e884297ea39a1549bb56\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "BehaviourTree/Base/BehaviourTreeNodeState.cs",
    "content": "using System.Collections;\nusing UnityEngine;\n\nnamespace Planilo.BT\n{\n    public struct BehaviourTreeNodeState\n    {\n        #region Static\n        public static BehaviourTreeNodeState Success\n        {\n            get => new BehaviourTreeNodeState(BehaviourTreeResult.Success);\n        }\n\n        public static BehaviourTreeNodeState Failure\n        {\n            get => new BehaviourTreeNodeState(BehaviourTreeResult.Failure);\n        }\n\n        public static BehaviourTreeNodeState Running\n        {\n            get => new BehaviourTreeNodeState(BehaviourTreeResult.Running);\n        }\n        #endregion\n\n        #region Constructor\n        public BehaviourTreeNodeState(BehaviourTreeResult result)\n        {\n            Result = result;\n            LastUpdateTime = Time.time;\n            Enumerator = default;\n        }\n        #endregion\n\n        #region Public\n        public bool IsSuccess { get => Result == BehaviourTreeResult.Success; }\n        public bool IsFailure { get => Result == BehaviourTreeResult.Failure; }\n        public bool IsRunning { get => Result == BehaviourTreeResult.Running; }\n\n        public BehaviourTreeResult Result;\n        public BehaviourTreeEnumerator Enumerator;\n        public float LastUpdateTime;\n        #endregion\n    }\n\n    public enum BehaviourTreeResult\n    {\n        Success,\n        Failure,\n        Running\n    }\n}\n"
  },
  {
    "path": "BehaviourTree/Base/BehaviourTreeNodeState.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 5c27662892fd0e7409c858e11519194b\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "BehaviourTree/Base/BehaviourTreeState.cs",
    "content": "﻿namespace Planilo.BT\n{\n    public struct BehaviourTreeState\n    {\n        public BehaviourTreeNodeState[] NodeStates;\n\n        public BehaviourTreeState(int size)\n        {\n            NodeStates = new BehaviourTreeNodeState[size];\n        }\n    }\n}"
  },
  {
    "path": "BehaviourTree/Base/BehaviourTreeState.cs.meta",
    "content": "﻿fileFormatVersion: 2\nguid: 06579914a4164a8f98b76a19d8520a4c\ntimeCreated: 1598353389"
  },
  {
    "path": "BehaviourTree/Base.meta",
    "content": "fileFormatVersion: 2\nguid: cc3363c304bc33d49b2f8702bb78742e\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "BehaviourTree/Builder/Base/BehaviourTreeGraph.cs",
    "content": "using System;\nusing System.Collections.Generic;\nusing UnityEngine;\nusing XNode;\n\nnamespace Planilo.BT.Builder\n{\n    [CreateAssetMenu(menuName = \"Planilo/BT/Tree\")]\n    public class BehaviourTreeGraph : NodeGraph, IAIBehaviourBuilder<BehaviourTreeState>\n    {\n        #region Public\n        public IAIBehaviour<T, BehaviourTreeState> Build<T>()\n        {\n        #if UNITY_EDITOR\n            root.BuildingGraph = this;\n        #endif\n            var startIndex = -1;\n            var rootNode = root.Build<T>(ref startIndex);\n\n            return new BehaviourTree<T>(rootNode, root.Size);\n        }\n\n        public void SetRoot(BehaviourTreeGraphNode node)\n        {\n            if (root) { root.IsRoot = false; }\n            root = node;\n            root.IsRoot = true;\n        }\n\n        public override Node AddNode(Type type)\n        {\n            // Only allow the right type of nodes.\n            if (typeof(BehaviourTreeGraphNode).IsAssignableFrom(type) == false)\n            {\n                return null;\n            }\n            // Set first node as root by default\n            var node = base.AddNode(type) as BehaviourTreeGraphNode;\n            if (root == null)\n            {\n                SetRoot(node);\n            }\n\n            return node;\n        }\n\n        public BehaviourTreeGraphNode Root => root;\n        #endregion\n\n        #region Private\n        [SerializeField] BehaviourTreeGraphNode root;\n        #endregion\n\n    #if UNITY_EDITOR\n        #region Editor\n        Dictionary<int, int> nodeIdToIndexMap = new Dictionary<int, int>();\n\n        public void SetNodeIndex(int nodeId, int index)\n        {\n            nodeIdToIndexMap[nodeId] = index;\n        }\n\n        public bool TryGetNodeIndex(int nodeId, out int index)\n        {\n            return nodeIdToIndexMap.TryGetValue(nodeId, out index);\n        }\n        #endregion\n    #endif\n    }\n}\n"
  },
  {
    "path": "BehaviourTree/Builder/Base/BehaviourTreeGraph.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 1180afa5dc987974da2f70507dec4e21\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "BehaviourTree/Builder/Base/BehaviourTreeGraphConnection.cs",
    "content": "namespace Planilo.BT.Builder\n{\n    [System.Serializable]\n    public class BehaviourTreeGraphConnection { }\n}\n"
  },
  {
    "path": "BehaviourTree/Builder/Base/BehaviourTreeGraphConnection.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 1f7d32e8016e9a14d9c316f25477f41b\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "BehaviourTree/Builder/Base/BehaviourTreeGraphNode.cs",
    "content": "using System;\nusing XNode;\nusing UnityEngine;\n\nnamespace Planilo.BT.Builder\n{\n    public abstract class BehaviourTreeGraphNode : Node\n    {\n        #region Public\n        public bool IsRoot\n        {\n            get => isRoot;\n            set => isRoot = value;\n        }\n\n        public BehaviourTreeNode<T> Build<T>(ref int index)\n        {\n            if (AllowedType == null || AllowedType.IsAssignableFrom(typeof(T)))\n            {\n            #if UNITY_EDITOR\n                SetNodeIndexInBuildingGraph(index + 1);\n            #endif\n\n                index++;\n                return ProtectedBuild<T>(ref index);\n            }\n\n            return null;\n        }\n\n        [ContextMenu(\"Set as root\")]\n        public void SetAsRoot()\n        {\n            BehaviourTreeGraph btGraph = graph as BehaviourTreeGraph;\n            btGraph.SetRoot(this);\n\n            NodePort port = GetInputPort(\"parent\");\n            port.Disconnect(port.Connection);\n        }\n\n        public virtual int Size => 1;\n\n        public override object GetValue(NodePort port)\n        {\n            return null;\n        }\n        #endregion\n\n        #region Protected\n\n        protected virtual string NiceName => \"\";\n\n        protected virtual Type AllowedType => null;\n\n        protected abstract BehaviourTreeNode<T> ProtectedBuild<T>(ref int index);\n\n        protected override void Init()\n        {\n            name = string.IsNullOrEmpty(NiceName) ? name : NiceName;\n        }\n        #endregion\n\n        #region Private\n        [SerializeField, HideInInspector] bool isRoot;\n        [SerializeField, Input] BehaviourTreeGraphConnection parent;\n        #endregion\n\n    #if UNITY_EDITOR\n        #region Editor\n        public BehaviourTreeGraph BuildingGraph { get; set; }\n\n        void SetNodeIndexInBuildingGraph(int index)\n        {\n            if (IsRoot == false)\n            {\n                var parentNode = GetInputPort(\"parent\").Connection.node as BehaviourTreeGraphNode;\n                BuildingGraph = parentNode.BuildingGraph;\n            }\n\n            BuildingGraph.SetNodeIndex(GetInstanceID(), index);\n        }\n        #endregion\n    #endif\n    }\n}\n"
  },
  {
    "path": "BehaviourTree/Builder/Base/BehaviourTreeGraphNode.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 343969b3f6168744ea69d33fa7218c01\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "BehaviourTree/Builder/Base/BehaviourTreeSubGraphNode.cs",
    "content": "﻿using UnityEngine;\n\nnamespace Planilo.BT.Builder\n{\n    [CreateNodeMenu(\"Planilo/BT/Subtree\")]\n    [NodeTint(\"#2e6b57\")]\n    public class BehaviourTreeSubGraphNode : BehaviourTreeGraphNode\n    {\n        #region Public\n        public override int Size => subGraph.Root.Size;\n        #endregion\n\n        #region Protected\n        protected override BehaviourTreeNode<T> ProtectedBuild<T>(ref int index)\n        {\n        #if UNITY_EDITOR\n            subGraph.Root.BuildingGraph = BuildingGraph;\n        #endif\n\n            index--;\n            return subGraph.Root.Build<T>(ref index);\n        }\n        #endregion\n\n        #region Private\n        [SerializeField] BehaviourTreeGraph subGraph = default;\n        #endregion\n    }\n}"
  },
  {
    "path": "BehaviourTree/Builder/Base/BehaviourTreeSubGraphNode.cs.meta",
    "content": "﻿fileFormatVersion: 2\nguid: 0d4c86fb00794ade9d41dbd82f12ea61\ntimeCreated: 1598036631"
  },
  {
    "path": "BehaviourTree/Builder/Base.meta",
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  },
  {
    "path": "BehaviourTree/Builder/Composite/ActiveSelectorGraphNode.cs",
    "content": "namespace Planilo.BT.Builder\n{\n    [CreateNodeMenu(\"Planilo/BT/Composite/ActiveSelector\")]\n    public class ActiveSelectorGraphNode : CompositeGraphNode\n    {\n        #region Protected\n        protected override CompositeNode<T> BuildNode<T>(BehaviourTreeNode<T>[] children, int index)\n        {\n            return new ActiveSelector<T>(children, index);\n        }\n        #endregion\n    }\n}\n"
  },
  {
    "path": "BehaviourTree/Builder/Composite/ActiveSelectorGraphNode.cs.meta",
    "content": "﻿fileFormatVersion: 2\nguid: feec9caa577841e4a55c8306c36b2af2\ntimeCreated: 1598899801"
  },
  {
    "path": "BehaviourTree/Builder/Composite/CompositeGraphNode.cs",
    "content": "using UnityEngine;\nusing System.Collections.Generic;\n\nnamespace Planilo.BT.Builder\n{\n    [NodeTint(\"#2e4e6b\")]\n    public abstract class CompositeGraphNode : BehaviourTreeGraphNode\n    {\n        #region Public\n        public override int Size\n        {\n            get\n            {\n                var size = 0;\n                for (var i = 0; i < childrenCount; i++)\n                {\n                    var port = GetOutputPort(string.Format(ChildrenPortNameFormat, i));\n                    var connectedNode = port.Connection.node as BehaviourTreeGraphNode;\n                    if (connectedNode == null) continue;\n                    size += connectedNode.Size;\n                }\n\n                return size + 1;\n            }\n        }\n        #endregion\n\n        #region Protected\n\n        protected override void Init()\n        {\n            base.Init();\n            // Calculate children count.\n            // note: it appears that xNode doesn't populate the children list on init.\n                // Which results in children.Count being 0.\n            childrenCount = 0;\n            while (true)\n            {\n                var port = GetOutputPort(string.Format(ChildrenPortNameFormat, childrenCount));\n                if (port == null) break;\n                childrenCount++;\n            }\n        }\n\n        protected override BehaviourTreeNode<T> ProtectedBuild<T>(ref int index)\n        {\n            var nodeIndex = index;\n            var builtChildren = BuildChildren<T>(ref index);\n            return BuildNode(builtChildren, nodeIndex);\n        }\n\n        protected BehaviourTreeNode<T>[] BuildChildren<T>(ref int index)\n        {\n            var childrenNodes = new BehaviourTreeNode<T>[childrenCount];\n            for (var i = 0; i < childrenCount; i++)\n            {\n                var port = GetOutputPort(string.Format(ChildrenPortNameFormat, i));\n                var connectedNode = port.Connection.node as BehaviourTreeGraphNode;\n                if (connectedNode != null)\n                {\n                    childrenNodes[i] = connectedNode.Build<T>(ref index);\n                }\n            }\n\n            return childrenNodes;\n        }\n\n        protected abstract CompositeNode<T> BuildNode<T>(BehaviourTreeNode<T>[] children, int index);\n        #endregion\n\n        #region Private\n        [SerializeField, Output(dynamicPortList = true)] List<BehaviourTreeGraphConnection> children;\n        int childrenCount;\n\n        const string ChildrenPortNameFormat = \"children {0}\";\n        #endregion\n    }\n}\n"
  },
  {
    "path": "BehaviourTree/Builder/Composite/CompositeGraphNode.cs.meta",
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  },
  {
    "path": "BehaviourTree/Builder/Composite/SelectorGraphNode.cs",
    "content": "namespace Planilo.BT.Builder\n{\n    [CreateNodeMenu(\"Planilo/BT/Composite/Selector\")]\n    public class SelectorGraphNode : CompositeGraphNode\n    {\n        #region Protected\n        protected override CompositeNode<T> BuildNode<T>(BehaviourTreeNode<T>[] children, int index)\n        {\n            return new Selector<T>(children, index);\n        }\n        #endregion\n    }\n}\n"
  },
  {
    "path": "BehaviourTree/Builder/Composite/SelectorGraphNode.cs.meta",
    "content": "﻿fileFormatVersion: 2\nguid: c6c0b00122704a0d83cbe9f1b074eb53\ntimeCreated: 1597947213"
  },
  {
    "path": "BehaviourTree/Builder/Composite/SequencerGraphNode.cs",
    "content": "namespace Planilo.BT.Builder\n{\n    [CreateNodeMenu(\"Planilo/BT/Composite/Sequencer\")]\n    public class SequencerGraphNode : CompositeGraphNode\n    {\n        #region Protected\n        protected override CompositeNode<T> BuildNode<T>(BehaviourTreeNode<T>[] children, int index)\n        {\n            return new Sequencer<T>(children, index);\n        }\n        #endregion\n    }\n}\n"
  },
  {
    "path": "BehaviourTree/Builder/Composite/SequencerGraphNode.cs.meta",
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  },
  {
    "path": "BehaviourTree/Builder/Composite.meta",
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  },
  {
    "path": "BehaviourTree/Builder/Decorator/DecoratorGraphNode.cs",
    "content": "﻿using UnityEngine;\n\nnamespace Planilo.BT.Builder\n{\n    [NodeTint(\"#6b2e53\")]\n    public abstract class DecoratorGraphNode : BehaviourTreeGraphNode\n    {\n        #region Public\n        public override int Size\n        {\n            get\n            {\n                var port = GetOutputPort(string.Format(ChildPortNameFormat));\n                var connectedNode = port.Connection.node as BehaviourTreeGraphNode;\n                return connectedNode == null ? 1 : connectedNode.Size + 1;\n            }\n        }\n        #endregion\n\n        #region Protected\n        protected override BehaviourTreeNode<T> ProtectedBuild<T>(ref int index)\n        {\n            var nodeIndex = index;\n            var builtChild = BuildChild<T>(ref index);\n            return BuildNode<T>(builtChild, nodeIndex);\n        }\n\n        protected BehaviourTreeNode<T> BuildChild<T>(ref int index)\n        {\n            var port = GetOutputPort(string.Format(ChildPortNameFormat));\n            var connectedNode = port.Connection.node as BehaviourTreeGraphNode;\n\n            return connectedNode != null ? connectedNode.Build<T>(ref index) : null;\n        }\n\n        protected abstract DecoratorNode<T> BuildNode<T>(BehaviourTreeNode<T> child, int nodeIndex);\n        #endregion\n\n        #region Private\n        [SerializeField, Output(dynamicPortList = false)] BehaviourTreeGraphConnection child;\n        const string ChildPortNameFormat = \"child\";\n        #endregion\n    }\n}"
  },
  {
    "path": "BehaviourTree/Builder/Decorator/DecoratorGraphNode.cs.meta",
    "content": "﻿fileFormatVersion: 2\nguid: 86913e94f2204c94b3d8b3883dfac021\ntimeCreated: 1597949160"
  },
  {
    "path": "BehaviourTree/Builder/Decorator/InverterGraphNode.cs",
    "content": "﻿namespace Planilo.BT.Builder\n{\n    [CreateNodeMenu(\"Planilo/BT/Decorator/Inverter\")]\n    public class InverterGraphNode : DecoratorGraphNode\n    {\n        #region Protected\n        protected override DecoratorNode<T> BuildNode<T>(BehaviourTreeNode<T> child, int index)\n        {\n            return new InverterNode<T>(child, index);\n        }\n        #endregion\n    }\n}"
  },
  {
    "path": "BehaviourTree/Builder/Decorator/InverterGraphNode.cs.meta",
    "content": "﻿fileFormatVersion: 2\nguid: 119f7effb34a49a3a55716e9f173101a\ntimeCreated: 1597949105"
  },
  {
    "path": "BehaviourTree/Builder/Decorator/ResultReplacerGraphNode.cs",
    "content": "﻿namespace Planilo.BT.Builder\n{\n    [CreateNodeMenu(\"Planilo/BT/Decorator/ResultReplacer\")]\n    public class ResultReplacerGraphNode : DecoratorGraphNode\n    {\n        #region Public\n\n        public BehaviourTreeResult FromSuccess = BehaviourTreeResult.Success;\n        public BehaviourTreeResult FromFailure = BehaviourTreeResult.Failure;\n        public BehaviourTreeResult FromRunning = BehaviourTreeResult.Running;\n        #endregion\n\n        #region Protected\n        protected override DecoratorNode<T> BuildNode<T>(BehaviourTreeNode<T> child, int index)\n        {\n            return new ResultReplacerNode<T>(child, index, FromSuccess, FromFailure, FromRunning);\n        }\n        #endregion\n    }\n}"
  },
  {
    "path": "BehaviourTree/Builder/Decorator/ResultReplacerGraphNode.cs.meta",
    "content": "﻿fileFormatVersion: 2\nguid: d1e670abc9c743348bcd401adaacb0c0\ntimeCreated: 1598901378"
  },
  {
    "path": "BehaviourTree/Builder/Decorator.meta",
    "content": "﻿fileFormatVersion: 2\nguid: 67e9a45ba2f1473688bcfd1fdb992b88\ntimeCreated: 1597949088"
  },
  {
    "path": "BehaviourTree/Builder/Leaf/LeafGraphNode.cs",
    "content": "namespace Planilo.BT.Builder\n{\n    [NodeTint(\"#2e6b38\")]\n    public abstract class LeafGraphNode : BehaviourTreeGraphNode { }\n}\n"
  },
  {
    "path": "BehaviourTree/Builder/Leaf/LeafGraphNode.cs.meta",
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    "path": "BehaviourTree/Builder/Leaf.meta",
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  },
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    "path": "BehaviourTree/Builder.meta",
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  },
  {
    "path": "BehaviourTree/Composite/ActiveSelector.cs",
    "content": "﻿namespace Planilo.BT\n{\n    public class ActiveSelector<T> : Selector<T>\n    {\n        public ActiveSelector(BehaviourTreeNode<T>[] children, int index) : base(children, index) {}\n\n        public override BehaviourTreeResult Update(ref T agent, BehaviourTreeNodeState[] states)\n        {\n            states[nodeIndex].Enumerator.Reset();\n            states[nodeIndex].Enumerator.MoveNext();\n            return base.Update(ref agent, states);\n        }\n    }\n}"
  },
  {
    "path": "BehaviourTree/Composite/ActiveSelector.cs.meta",
    "content": "﻿fileFormatVersion: 2\nguid: 94fcea079da7480b940a5fd6694b185b\ntimeCreated: 1598898910"
  },
  {
    "path": "BehaviourTree/Composite/CompositeNode.cs",
    "content": "namespace Planilo.BT\n{\n    public abstract class CompositeNode<T> : BehaviourTreeNode<T>\n    {\n        #region Constructor\n        public CompositeNode(BehaviourTreeNode<T>[] children, int index) : base(index)\n        {\n            this.children = children;\n        }\n        #endregion\n\n        #region Public\n        public override void Initialize(ref T agent, BehaviourTreeNodeState[] states)\n        {\n            ref var nodeState = ref states[nodeIndex];\n            nodeState.Enumerator = new BehaviourTreeEnumerator(children.Length);\n            nodeState.Result = BehaviourTreeResult.Success;\n            NextChild(ref nodeState);\n        }\n        #endregion\n\n        #region Protected\n        protected BehaviourTreeNode<T> Current(BehaviourTreeNodeState nodeState)\n        {\n            return nodeState.Enumerator.Current < children.Length ? children[nodeState.Enumerator.Current] : null;\n        }\n\n        protected void NextChild(ref BehaviourTreeNodeState nodeState)\n        {\n            nodeState.Enumerator.MoveNext();\n        }\n        #endregion\n\n        #region Private\n        BehaviourTreeNode<T>[] children;\n        #endregion\n    }\n}\n"
  },
  {
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  },
  {
    "path": "BehaviourTree/Composite/Selector.cs",
    "content": "namespace Planilo.BT\n{\n    public class Selector<T> : CompositeNode<T>\n    {\n        #region Public\n        public Selector(BehaviourTreeNode<T>[] children, int index) : base(children, index) {}\n\n        public override BehaviourTreeResult Update(ref T agent, BehaviourTreeNodeState[] states)\n        {\n            ref var state = ref states[nodeIndex];\n            while (Current(state) != null)\n            {\n                state.Result = Current(state).Run(ref agent, states);\n                if (!state.IsFailure) { break; }\n                NextChild(ref state);\n            }\n\n            return state.Result;\n        }\n        #endregion\n    }\n}\n"
  },
  {
    "path": "BehaviourTree/Composite/Selector.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 596b5901dd73ba24a80bf00d2d7d679a\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "BehaviourTree/Composite/Sequencer.cs",
    "content": "namespace Planilo.BT\n{\n    public class Sequencer<T> : CompositeNode<T>\n    {\n        #region Public\n        public Sequencer(BehaviourTreeNode<T>[] children, int index) : base(children, index) {}\n\n        public override BehaviourTreeResult Update(ref T agent, BehaviourTreeNodeState[] states)\n        {\n            ref var state = ref states[nodeIndex];\n            while (Current(state) != null)\n            {\n                state.Result = Current(state).Run(ref agent, states);\n                if (!state.IsSuccess) { break; }\n                NextChild(ref state);\n            }\n\n            return state.Result;\n        }\n        #endregion\n    }\n}\n"
  },
  {
    "path": "BehaviourTree/Composite/Sequencer.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 3c774cf6087a6f345a39248ac49f1076\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "BehaviourTree/Composite.meta",
    "content": "fileFormatVersion: 2\nguid: 0a8dae50cc56cb94e8a278b67c4da501\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "BehaviourTree/Decorator/DecoratorNode.cs",
    "content": "﻿namespace Planilo.BT\n{\n    public abstract class DecoratorNode<T> : BehaviourTreeNode<T>\n    {\n        #region Constructor\n        public DecoratorNode(BehaviourTreeNode<T> child, int index) : base(index)\n        {\n            this.child = child;\n        }\n        #endregion\n\n        #region Protected\n        protected BehaviourTreeResult UpdateChild(ref T agent, BehaviourTreeNodeState[] states)\n        {\n            return child.Update(ref agent, states);\n        }\n        #endregion\n\n        #region Private\n        BehaviourTreeNode<T> child;\n        #endregion\n    }\n}"
  },
  {
    "path": "BehaviourTree/Decorator/DecoratorNode.cs.meta",
    "content": "﻿fileFormatVersion: 2\nguid: bcc18f1f1c3642b9a882da28f21c5d01\ntimeCreated: 1597947467"
  },
  {
    "path": "BehaviourTree/Decorator/InverterNode.cs",
    "content": "﻿namespace Planilo.BT\n{\n    public class InverterNode<T> : DecoratorNode<T>\n    {\n        #region Constructor\n        public InverterNode(BehaviourTreeNode<T> child, int index) : base(child, index) { }\n        #endregion\n\n        #region Public\n        public override BehaviourTreeResult Update(ref T agent, BehaviourTreeNodeState[] states)\n        {\n            ref var state = ref states[nodeIndex];\n            state.Result = UpdateChild(ref agent, states);\n\n            if (state.IsFailure)\n            {\n                state.Result = BehaviourTreeResult.Success;\n            }\n            else if (state.IsSuccess)\n            {\n                state.Result = BehaviourTreeResult.Failure;\n            }\n\n            return state.Result;\n        }\n        #endregion\n    }\n}"
  },
  {
    "path": "BehaviourTree/Decorator/InverterNode.cs.meta",
    "content": "﻿fileFormatVersion: 2\nguid: f344b2aa9e5f46f48f6713e44cae17a3\ntimeCreated: 1597948037"
  },
  {
    "path": "BehaviourTree/Decorator/ResultReplacerNode.cs",
    "content": "﻿namespace Planilo.BT\n{\n    public class ResultReplacerNode<T> : DecoratorNode<T>\n    {\n        readonly BehaviourTreeResult fromSuccess;\n        readonly BehaviourTreeResult fromFailure;\n        readonly BehaviourTreeResult fromRunning;\n\n        public ResultReplacerNode(BehaviourTreeNode<T> child, int index, BehaviourTreeResult fromSuccess, BehaviourTreeResult fromFailure, BehaviourTreeResult fromRunning) : base(child, index)\n        {\n            this.fromSuccess = fromSuccess;\n            this.fromFailure = fromFailure;\n            this.fromRunning = fromRunning;\n        }\n\n        public override BehaviourTreeResult Update(ref T agent, BehaviourTreeNodeState[] states)\n        {\n            ref var state = ref states[nodeIndex];\n            state.Result = UpdateChild(ref agent, states);\n\n            if (state.IsSuccess)\n            {\n                state.Result = fromSuccess;\n            }\n            else if (state.IsFailure)\n            {\n                state.Result = fromFailure;\n            }\n            else if (state.IsRunning)\n            {\n                state.Result = fromRunning;\n            }\n\n            return state.Result;\n        }\n    }\n}"
  },
  {
    "path": "BehaviourTree/Decorator/ResultReplacerNode.cs.meta",
    "content": "﻿fileFormatVersion: 2\nguid: a29822550b8043abac9899ad55545b9d\ntimeCreated: 1598901099"
  },
  {
    "path": "BehaviourTree/Decorator.meta",
    "content": "﻿fileFormatVersion: 2\nguid: 1062cffa68e04d719a4e1d07c26726db\ntimeCreated: 1597947459"
  },
  {
    "path": "BehaviourTree/Editor/BehaviourTreeGraphEditor.cs",
    "content": "﻿using System;\nusing Planilo.BT.Builder;\nusing UnityEditor;\nusing XNodeEditor;\n\nnamespace Planilo.BT.Editor\n{\n    [CustomNodeGraphEditor(typeof(BehaviourTreeGraph))]\n    public class BehaviourTreeGraphEditor : NodeGraphEditor\n    {\n        public override string GetNodeMenuName(Type type)\n        {\n            if (typeof(BehaviourTreeGraphNode).IsAssignableFrom(type) == false) return null;\n            return base.GetNodeMenuName(type).Replace(\"BT/\", \"\");\n        }\n\n        public override void OnGUI()\n        {\n            if (Selection.activeGameObject == null) return;\n            var runner = Selection.activeGameObject.GetComponent<IAIBehaviourDebugger<BehaviourTreeGraph, BehaviourTreeState>>();\n            if (runner != null)\n            {\n                NodeEditorWindow.current.Repaint();\n            }\n        }\n    }\n}"
  },
  {
    "path": "BehaviourTree/Editor/BehaviourTreeGraphEditor.cs.meta",
    "content": "﻿fileFormatVersion: 2\nguid: 1570f3df354e453aa53e5dd7ec72c87d\ntimeCreated: 1598024380"
  },
  {
    "path": "BehaviourTree/Editor/BehaviourTreeGraphNodeEditor.cs",
    "content": "﻿using Planilo.BT.Builder;\nusing UnityEditor;\nusing UnityEngine;\nusing XNodeEditor;\n\nnamespace Planilo.BT.Editor\n{\n    [CustomNodeEditor(typeof(BehaviourTreeGraphNode))]\n    public class BehaviourTreeGraphNodeEditor : NodeEditor\n    {\n        Color rootColor = new Color(0.42f, 0.18f, 0.18f);\n        Color inactiveColor = new Color(0.5f, 0.5f, 0.5f);\n        Color runningColor = new Color(0.43f, 0.41f, 0.18f);\n\n        public override void OnHeaderGUI()\n        {\n            var name = target.name.Replace(\" Graph\", \"\");\n            GUILayout.Label(name, NodeEditorResources.styles.nodeHeader, GUILayout.Height(30));\n        }\n\n        public override Color GetTint()\n        {\n            // Make sure node is connected.\n            if (Selection.activeGameObject == null || Application.isPlaying == false) return GetEditorTint();\n\n            // Check if there is an active game object with a runner.\n            var runner = Selection.activeGameObject.GetComponent<IAIBehaviourDebugger<BehaviourTreeGraph, BehaviourTreeState>>();\n            if (runner == null) return GetEditorTint();\n\n            // Check if it is running.\n            var behaviourGraph = runner.GetBehaviour();\n            var runnerState = runner.GetState();\n            var node = target as BehaviourTreeGraphNode;\n            if (behaviourGraph.TryGetNodeIndex(node.GetInstanceID(), out var nodeIndex))\n            {\n                var state = runnerState.NodeStates[nodeIndex];\n                if (state.LastUpdateTime == Time.time)\n                {\n                    return runningColor;\n                }\n            }\n\n            return GetEditorTint();\n        }\n\n        Color GetEditorTint()\n        {\n            var node = target as BehaviourTreeGraphNode;\n            var hasParent = node.GetInputPort(\"parent\").Connection != null;\n            return node.IsRoot ? rootColor : hasParent ? base.GetTint() : base.GetTint() * inactiveColor;\n        }\n    }\n}"
  },
  {
    "path": "BehaviourTree/Editor/BehaviourTreeGraphNodeEditor.cs.meta",
    "content": "﻿fileFormatVersion: 2\nguid: 82bc11547dde4c37826bec6e31996ca6\ntimeCreated: 1598021825"
  },
  {
    "path": "BehaviourTree/Editor/BehaviourTreeSubGraphNodeEditor.cs",
    "content": "﻿using Planilo.BT.Builder;\nusing UnityEditor;\nusing UnityEngine;\nusing XNodeEditor;\n\nnamespace Planilo.BT.Editor\n{\n    [CustomNodeEditor(typeof(BehaviourTreeSubGraphNode))]\n    public class BehaviourTreeSubGraphNodeEditor : BehaviourTreeGraphNodeEditor\n    {\n        public override void OnHeaderGUI()\n        {\n            var name = target.name.Replace(\"Behaviour Tree Sub Graph\", \"Sub Tree\");\n            GUILayout.Label(name, NodeEditorResources.styles.nodeHeader, GUILayout.Height(30));\n        }\n    }\n}"
  },
  {
    "path": "BehaviourTree/Editor/BehaviourTreeSubGraphNodeEditor.cs.meta",
    "content": "﻿fileFormatVersion: 2\nguid: 69c1b0a45bb143af8f5d46df57b93708\ntimeCreated: 1598468049"
  },
  {
    "path": "BehaviourTree/Editor.meta",
    "content": "﻿fileFormatVersion: 2\nguid: 23f10a60f37b47b4aa4a0b15d16b6262\ntimeCreated: 1598021827"
  },
  {
    "path": "BehaviourTree/Leaf/LeafNode.cs",
    "content": "namespace Planilo.BT\n{\n    public abstract class LeafNode<T> : BehaviourTreeNode<T>\n    {\n        public LeafNode(int index) : base(index) {}\n    }\n}\n"
  },
  {
    "path": "BehaviourTree/Leaf/LeafNode.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 4bd8c2a084702bc46a17900df059e04a\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "BehaviourTree/Leaf.meta",
    "content": "fileFormatVersion: 2\nguid: 0026211ea9a9fe64ab19159069a53fe0\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "BehaviourTree.meta",
    "content": "fileFormatVersion: 2\nguid: 6c022f72e6abf154aa6529773d5a7a39\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "FiniteStateMachine/Base/FiniteStateMachine.cs",
    "content": "﻿using System;\n\nnamespace Planilo.FSM\n{\n    public class FiniteStateMachine<T> : IAIBehaviour<T, FiniteStateMachineRuntimeState>\n    {\n        #region Public\n        public FiniteStateMachine(FiniteStateMachineState<T>[] states)\n        {\n            this.states = states;\n        }\n\n        public FiniteStateMachineRuntimeState Initialize(ref T agent)\n        {\n            return FiniteStateMachineRuntimeState.EntryState;\n        }\n\n        public void Run(ref T agent, ref FiniteStateMachineRuntimeState state)\n        {\n            var currentState = states[state.CurrentState];\n            if (state.CurrentState != state.LastState)\n            {\n                currentState.OnEnter(ref agent);\n                state.LastState = state.CurrentState;\n            }\n\n            currentState.OnTick(ref agent);\n\n            for (var i = 0; i < currentState.Transitions.Length; i++)\n            {\n                if (currentState.Transitions[i].Condition(agent))\n                {\n                    state.CurrentState = currentState.Transitions[i].TargetState;\n                    break;\n                }\n            }\n\n            if (state.CurrentState != state.LastState)\n            {\n                currentState.OnExit(ref agent);\n            }\n        }\n        #endregion\n\n        #region Private\n        FiniteStateMachineState<T>[] states;\n        #endregion\n    }\n}"
  },
  {
    "path": "FiniteStateMachine/Base/FiniteStateMachine.cs.meta",
    "content": "﻿fileFormatVersion: 2\nguid: 264479c3c5074a53b5c79ddb06c23365\ntimeCreated: 1598285816"
  },
  {
    "path": "FiniteStateMachine/Base/FiniteStateMachineRuntimeState.cs",
    "content": "﻿namespace Planilo.FSM\n{\n    public struct FiniteStateMachineRuntimeState\n    {\n        public int CurrentState;\n        public int LastState;\n\n        public static FiniteStateMachineRuntimeState EntryState => new FiniteStateMachineRuntimeState\n            {\n                CurrentState = 0,\n                LastState = -1\n            };\n    }\n}"
  },
  {
    "path": "FiniteStateMachine/Base/FiniteStateMachineRuntimeState.cs.meta",
    "content": "﻿fileFormatVersion: 2\nguid: 08d6be8b46b44ce0869ca4e95a4b3545\ntimeCreated: 1598285888"
  },
  {
    "path": "FiniteStateMachine/Base/FiniteStateMachineState.cs",
    "content": "﻿namespace Planilo.FSM\n{\n    public abstract class FiniteStateMachineState<T>\n    {\n        #region Public\n        public virtual void OnEnter(ref T agent) {}\n\n        public abstract void OnTick(ref T agent);\n\n        public virtual void OnExit(ref T agent) {}\n        #endregion\n\n        #region Internal\n        internal FiniteStateMachineTransition<T>[] Transitions { get; set; }\n        #endregion\n    }\n}"
  },
  {
    "path": "FiniteStateMachine/Base/FiniteStateMachineState.cs.meta",
    "content": "﻿fileFormatVersion: 2\nguid: 091eaeb6820e4d07a8b703997363c479\ntimeCreated: 1598285965"
  },
  {
    "path": "FiniteStateMachine/Base/FiniteStateMachineTransition.cs",
    "content": "﻿using System;\n\nnamespace Planilo.FSM\n{\n    public class FiniteStateMachineTransition<T>\n    {\n        public Func<T, bool> Condition;\n        public int TargetState;\n    }\n}"
  },
  {
    "path": "FiniteStateMachine/Base/FiniteStateMachineTransition.cs.meta",
    "content": "﻿fileFormatVersion: 2\nguid: afba9a82b6f543e4a3ac0db1daf0ef0f\ntimeCreated: 1598364529"
  },
  {
    "path": "FiniteStateMachine/Base.meta",
    "content": "﻿fileFormatVersion: 2\nguid: d24b1a71ff5042c1b3d46f6bd8818eb7\ntimeCreated: 1598285816"
  },
  {
    "path": "FiniteStateMachine/Builder/Base/FiniteStateMachineConnection.cs",
    "content": "﻿namespace Planilo.FSM.Builder\n{\n    [System.Serializable]\n    public struct FiniteStateMachineConnectionToTransition { }\n\n    [System.Serializable]\n    public struct FiniteStateMachineConnectionToState { }\n}"
  },
  {
    "path": "FiniteStateMachine/Builder/Base/FiniteStateMachineConnection.cs.meta",
    "content": "﻿fileFormatVersion: 2\nguid: 8ed624537b3d4481b6493c852cddfbd6\ntimeCreated: 1598299718"
  },
  {
    "path": "FiniteStateMachine/Builder/Base/FiniteStateMachineGraph.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing UnityEngine;\nusing XNode;\n\nnamespace Planilo.FSM.Builder\n{\n    [CreateAssetMenu(menuName = \"Planilo/FSM\")]\n    public class FiniteStateMachineGraph : NodeGraph, IAIBehaviourBuilder<FiniteStateMachineRuntimeState>\n    {\n        #region Public\n        public IAIBehaviour<TAgent, FiniteStateMachineRuntimeState> Build<TAgent>()\n        {\n            var nextIndex = 0;\n            var states = new List<FiniteStateMachineState<TAgent>>();\n            var nodeIdToStateIndexMap = new Dictionary<int, int>();\n            entryState.Build(ref nextIndex, states, nodeIdToStateIndexMap);\n\n        #if UNITY_EDITOR\n            nodeIdToIndexMap = nodeIdToStateIndexMap;\n        #endif\n\n            return new FiniteStateMachine<TAgent>(states.ToArray());\n        }\n\n        public override Node AddNode(Type type)\n        {\n            // Only allow the right type of nodes.\n            if (typeof(FiniteStateMachineStateGraphNode).IsAssignableFrom(type) == false &&\n                typeof(FiniteStateMachineTransitionGraphNode).IsAssignableFrom(type) == false)\n            {\n                return null;\n            }\n            // Set first node as root by default\n            var node = base.AddNode(type);\n            var stateNode = node as FiniteStateMachineStateGraphNode;\n            if (stateNode != null && entryState == null)\n            {\n                SetEntryNode(stateNode);\n            }\n\n            return node;\n        }\n        #endregion\n\n        #region Internal\n        internal FiniteStateMachineStateGraphNode EntryState => entryState;\n\n        internal void SetEntryNode(FiniteStateMachineStateGraphNode node)\n        {\n            if (entryState != null)\n            {\n                entryState.IsEntry = false;\n            }\n            entryState = node;\n            entryState.IsEntry = true;\n        }\n        #endregion\n\n        #region Private\n        [SerializeField] FiniteStateMachineStateGraphNode entryState;\n        #endregion\n\n    #if UNITY_EDITOR\n        #region Editor\n\n        Dictionary<int, int> nodeIdToIndexMap = new Dictionary<int, int>();\n\n        internal bool TryGetNodeIndex(int nodeId, out int index)\n        {\n            return nodeIdToIndexMap.TryGetValue(nodeId, out index);\n        }\n        #endregion\n    #endif\n    }\n}"
  },
  {
    "path": "FiniteStateMachine/Builder/Base/FiniteStateMachineGraph.cs.meta",
    "content": "﻿fileFormatVersion: 2\nguid: cdd908a76ba246eb91d13f28a40a4143\ntimeCreated: 1598287637"
  },
  {
    "path": "FiniteStateMachine/Builder/Base/FiniteStateMachineGraphNode.cs",
    "content": "﻿using XNode;\n\nnamespace Planilo.FSM.Builder\n{\n    public abstract class FiniteStateMachineGraphNode : Node\n    {\n        public override object GetValue(NodePort port) => null;\n    }\n}"
  },
  {
    "path": "FiniteStateMachine/Builder/Base/FiniteStateMachineGraphNode.cs.meta",
    "content": "﻿fileFormatVersion: 2\nguid: db3384b79add4143a1545cd9cecdd099\ntimeCreated: 1598365914"
  },
  {
    "path": "FiniteStateMachine/Builder/Base/FiniteStateMachineStateGraphNode.cs",
    "content": "﻿using System.Collections.Generic;\nusing UnityEngine;\nusing XNode;\n\nnamespace Planilo.FSM.Builder\n{\n    [NodeTint(\"#2e506b\")]\n    public abstract class FiniteStateMachineStateGraphNode : FiniteStateMachineGraphNode\n    {\n        #region Internal\n        internal bool IsEntry\n        {\n            get => isEntry;\n            set => isEntry = value;\n        }\n\n        internal bool IsExit => isExit;\n\n        [ContextMenu(\"Set as entry state\")]\n        internal void SetAsEntry()\n        {\n            var fsmGraph = graph as FiniteStateMachineGraph;\n            fsmGraph.SetEntryNode(this);\n        }\n\n        [ContextMenu(\"Toggle exit state\")]\n        internal void SetAsExit()\n        {\n            isExit = !isExit;\n        }\n\n        internal virtual void Build<T>(ref int nextIndex, List<FiniteStateMachineState<T>> states, Dictionary<int, int> idToIndexMap)\n        {\n            // Register index.\n            var instanceId = GetInstanceID();\n            if (idToIndexMap.ContainsKey(instanceId)) return;\n\n            idToIndexMap[instanceId] = nextIndex;\n            nextIndex++;\n\n            var state = ProtectedBuild<T>();\n            states.Add(state);\n            state.Transitions = BuildTransitions(ref nextIndex, states, idToIndexMap);\n        }\n        #endregion\n\n        #region Protected\n        protected override void Init()\n        {\n            base.Init();\n            // Calculate children count.\n            // note: it appears that xNode doesn't populate the children list on init.\n            // Which results in children.Count being 0.\n            transitionsCount = 0;\n            while (true)\n            {\n                var transition = GetTransitionNode(transitionsCount);\n                if (transition == null) break;\n                transitionsCount++;\n            }\n        }\n\n        protected virtual FiniteStateMachineTransition<T>[] BuildTransitions<T>(ref int nextIndex, List<FiniteStateMachineState<T>> states, Dictionary<int, int> idToIndexMap)\n        {\n            // Build transitions.\n            var transitionList =  new List<FiniteStateMachineTransition<T>>();\n            for (var i = 0; i < transitionsCount; i++)\n            {\n                var transition = GetTransitionNode(i);\n                var targetState = transition.GetTransitionState();\n                if (targetState == null) continue;\n\n                if (idToIndexMap.TryGetValue(targetState.GetInstanceID(), out var targetIndex) == false)\n                {\n                    targetIndex = nextIndex;\n                    targetState.Build(ref nextIndex, states, idToIndexMap);\n                }\n\n                transitionList.Add(transition.Build<T>(targetIndex));\n            }\n\n            return transitionList.ToArray();\n        }\n\n        protected FiniteStateMachineTransitionGraphNode GetTransitionNode(int index)\n        {\n            var port = GetOutputPort(string.Format(TransitionKeyFormat, index));\n            return (FiniteStateMachineTransitionGraphNode) port?.Connection?.node;\n        }\n\n        protected abstract FiniteStateMachineState<T> ProtectedBuild<T>();\n        #endregion\n\n        #region Private\n        [SerializeField, Input] FiniteStateMachineConnectionToState entry;\n        [SerializeField, Output(dynamicPortList = true)] List<FiniteStateMachineConnectionToTransition> transitions;\n        [HideInInspector, SerializeField] bool isEntry;\n        [HideInInspector, SerializeField] bool isExit;\n        int transitionsCount;\n\n        const string TransitionKeyFormat = \"transitions {0}\";\n        #endregion\n    }\n}"
  },
  {
    "path": "FiniteStateMachine/Builder/Base/FiniteStateMachineStateGraphNode.cs.meta",
    "content": "﻿fileFormatVersion: 2\nguid: 326bc9f3b49049f99bbaaef87fae77fb\ntimeCreated: 1598303089"
  },
  {
    "path": "FiniteStateMachine/Builder/Base/FiniteStateMachineSubGraphNode.cs",
    "content": "﻿using System.Collections.Generic;\nusing UnityEngine;\n\nnamespace Planilo.FSM.Builder\n{\n    [CreateNodeMenu(\"Planilo/FSM/States/SubGraphState\")]\n    [NodeWidth(300)]\n    public sealed class FiniteStateMachineSubGraphNode : FiniteStateMachineStateGraphNode\n    {\n        #region Internal\n        internal override void Build<T>(ref int nextIndex, List<FiniteStateMachineState<T>> states, Dictionary<int, int> idToIndexMap)\n        {\n            // Check and register index.\n            var instanceId = GetInstanceID();\n            if (idToIndexMap.ContainsKey(instanceId)) return;\n            idToIndexMap[instanceId] = nextIndex;\n\n            // Create subgraph.\n            subGraph.EntryState.Build(ref nextIndex, states, idToIndexMap);\n\n            var exitStates = GetExitStates(states, idToIndexMap, exitType);\n\n            foreach (var exitState in exitStates)\n            {\n                // Prepend parent graph transitions to node transition.\n                var transitions = new List<FiniteStateMachineTransition<T>>(BuildTransitions(ref nextIndex, states, idToIndexMap));\n                transitions.AddRange(exitState.Transitions);\n                exitState.Transitions = transitions.ToArray();\n            }\n        }\n\n        internal FiniteStateMachineState<T>[] GetExitStates<T>(List<FiniteStateMachineState<T>> states, Dictionary<int, int> idToIndexMap, FiniteStateMachineGraphExitType withExitType)\n        {\n            var exitStates = new List<FiniteStateMachineState<T>>();\n            foreach (var node in subGraph.nodes)\n            {\n                var stateNode = node as FiniteStateMachineStateGraphNode;\n                if (stateNode == null) continue;\n\n                if (idToIndexMap.ContainsKey(node.GetInstanceID()) == false) continue;\n                if (withExitType == FiniteStateMachineGraphExitType.ExitOnly && stateNode.IsExit == false) continue;\n\n                var subGraphNode = stateNode as FiniteStateMachineSubGraphNode;\n                if (subGraphNode != null)\n                {\n                    exitStates.AddRange(subGraphNode.GetExitStates(states, idToIndexMap, withExitType));\n                }\n                else\n                {\n                    var stateIndex = idToIndexMap[node.GetInstanceID()];\n                    exitStates.Add(states[stateIndex]);\n                }\n            }\n\n            return exitStates.ToArray();\n        }\n\n        public FiniteStateMachineGraph SubGraph => subGraph;\n        #endregion\n\n        #region Protected\n        protected override FiniteStateMachineState<T> ProtectedBuild<T>() => null;\n        #endregion\n\n        #region Private\n        [SerializeField] FiniteStateMachineGraph subGraph = default;\n        [SerializeField] FiniteStateMachineGraphExitType exitType = default;\n        #endregion\n    }\n\n    public enum FiniteStateMachineGraphExitType\n    {\n        All,\n        ExitOnly\n    }\n}"
  },
  {
    "path": "FiniteStateMachine/Builder/Base/FiniteStateMachineSubGraphNode.cs.meta",
    "content": "﻿fileFormatVersion: 2\nguid: d5c365a7459a4e51b5d70760f51d3422\ntimeCreated: 1598447710"
  },
  {
    "path": "FiniteStateMachine/Builder/Base/FiniteStateMachineTransitionGraphNode.cs",
    "content": "﻿using UnityEngine;\nusing XNode;\n\nnamespace Planilo.FSM.Builder\n{\n    [NodeTint(\"#6b532e\")]\n    public abstract class FiniteStateMachineTransitionGraphNode : FiniteStateMachineGraphNode\n    {\n        public abstract FiniteStateMachineTransition<T> Build<T>(int targetIndex);\n\n        public FiniteStateMachineStateGraphNode GetTransitionState()\n        {\n            var port = GetOutputPort(\"target\");\n            return (FiniteStateMachineStateGraphNode) port?.Connection?.node;\n        }\n\n        [SerializeField, Input] FiniteStateMachineConnectionToTransition source;\n        [SerializeField, Output] FiniteStateMachineConnectionToState target;\n    }\n}"
  },
  {
    "path": "FiniteStateMachine/Builder/Base/FiniteStateMachineTransitionGraphNode.cs.meta",
    "content": "﻿fileFormatVersion: 2\nguid: 45094c98a8c048a4bc78bf0bcf2b4e86\ntimeCreated: 1598299907"
  },
  {
    "path": "FiniteStateMachine/Builder/Base.meta",
    "content": "﻿fileFormatVersion: 2\nguid: 13447a4ebe76486eaf010ab4c7b94370\ntimeCreated: 1598303338"
  },
  {
    "path": "FiniteStateMachine/Builder/Transition/AlwaysTransitionGraphNode.cs",
    "content": "﻿using XNode;\n\nnamespace Planilo.FSM.Builder\n{\n    [CreateNodeMenu(\"Planilo/FSM/Transitions/Always\")]\n    public class AlwaysTransitionGraphNode : FiniteStateMachineTransitionGraphNode\n    {\n        public override FiniteStateMachineTransition<T> Build<T>(int targetIndex)\n        {\n            return new FiniteStateMachineTransition<T>()\n            {\n                Condition = (T agent) => true,\n                TargetState = targetIndex\n            };\n        }\n    }\n}"
  },
  {
    "path": "FiniteStateMachine/Builder/Transition/AlwaysTransitionGraphNode.cs.meta",
    "content": "﻿fileFormatVersion: 2\nguid: d6f7728263c24687b8653873d7007634\ntimeCreated: 1598303388"
  },
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    "path": "FiniteStateMachine/Builder/Transition.meta",
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  },
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    "path": "FiniteStateMachine/Builder.meta",
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  },
  {
    "path": "FiniteStateMachine/Editor/FiniteStateMachineGraphEditor.cs",
    "content": "﻿using System;\nusing Planilo.FSM.Builder;\nusing UnityEditor;\nusing XNodeEditor;\n\nnamespace Planilo.FSM.Editor\n{\n    [CustomNodeGraphEditor(typeof(FiniteStateMachineGraph))]\n    public class FiniteStateMachineGraphEditor : NodeGraphEditor\n    {\n        public override string GetNodeMenuName(Type type)\n        {\n            if (typeof(FiniteStateMachineStateGraphNode).IsAssignableFrom(type) == false &&\n                typeof(FiniteStateMachineTransitionGraphNode).IsAssignableFrom(type) == false)\n            {\n                return null;\n            }\n            return base.GetNodeMenuName(type).Replace(\"FSM/\", \"\");\n        }\n\n        public override void OnGUI()\n        {\n            if (Selection.activeGameObject == null) return;\n            var runner = Selection.activeGameObject.GetComponent<IAIBehaviourDebugger<FiniteStateMachineGraph, FiniteStateMachineRuntimeState>>();\n            if (runner != null)\n            {\n                NodeEditorWindow.current.Repaint();\n            }\n        }\n    }\n}"
  },
  {
    "path": "FiniteStateMachine/Editor/FiniteStateMachineGraphEditor.cs.meta",
    "content": "﻿fileFormatVersion: 2\nguid: 0e0f2ad9085045c6b2c476fb4cf315d3\ntimeCreated: 1598358912"
  },
  {
    "path": "FiniteStateMachine/Editor/FiniteStateMachineGraphNodeEditor.cs",
    "content": "﻿using Planilo.FSM.Builder;\nusing UnityEditor;\nusing UnityEngine;\nusing XNodeEditor;\n\nnamespace Planilo.FSM.Editor\n{\n    [CustomNodeEditor(typeof(FiniteStateMachineTransitionGraphNode))]\n    public class FiniteStateMachineGraphNodeEditor : NodeEditor\n    {\n        public override void OnHeaderGUI()\n        {\n            var name = target.name.Replace(\"Transition Graph\", \"\");\n            GUILayout.Label(name, NodeEditorResources.styles.nodeHeader, GUILayout.Height(30));\n        }\n    }\n}\n"
  },
  {
    "path": "FiniteStateMachine/Editor/FiniteStateMachineGraphNodeEditor.cs.meta",
    "content": "﻿fileFormatVersion: 2\nguid: 853921e758314674a0d28255aec17df9\ntimeCreated: 1598465887"
  },
  {
    "path": "FiniteStateMachine/Editor/FiniteStateMachineStateGraphNodeEditor.cs",
    "content": "﻿using Planilo.FSM.Builder;\nusing UnityEditor;\nusing UnityEngine;\nusing XNodeEditor;\n\nnamespace Planilo.FSM.Editor\n{\n    [CustomNodeEditor(typeof(FiniteStateMachineStateGraphNode))]\n    public class FiniteStateMachineStateGraphNodeEditor : NodeEditor\n    {\n        Color entryColor = new Color(0.18f, 0.42f, 0.22f);\n        Color entryExitColor = new Color(0.3f, 0.3f, 0.22f);\n        Color exitColor = new Color(0.42f, 0.18f, 0.22f);\n        Color inactiveColor = new Color(0.5f, 0.5f, 0.5f);\n        Color runningColor = new Color(0.43f, 0.41f, 0.18f);\n\n        public override void OnHeaderGUI()\n        {\n            var stateNode = target as FiniteStateMachineStateGraphNode;\n            var name = stateNode.name.Replace(\" State Graph\", \"\");\n            name = string.Format(\"{0}{1}{2}\", stateNode.IsEntry ? \"→ \" : \"\", name, stateNode.IsExit ? \" →\" : \"\");\n            GUILayout.Label(name, NodeEditorResources.styles.nodeHeader, GUILayout.Height(30));\n        }\n\n        public override Color GetTint()\n        {\n            // Make sure node is connected.\n            if (Selection.activeGameObject == null || Application.isPlaying == false) return GetEditorTint();\n\n            // Check if there is an active game object with a runner.\n            var runner = Selection.activeGameObject.GetComponent<IAIBehaviourDebugger<FiniteStateMachineGraph, FiniteStateMachineRuntimeState>>();\n            if (runner == null) return GetEditorTint();\n\n            // Check if it is running.\n            var behaviourGraph = runner.GetBehaviour();\n            var runnerState = runner.GetState();\n            var node = target as FiniteStateMachineStateGraphNode;\n            if (behaviourGraph.TryGetNodeIndex(node.GetInstanceID(), out var nodeIndex))\n            {\n                if (runnerState.CurrentState == nodeIndex)\n                {\n                    return runningColor;\n                }\n            }\n\n            return GetEditorTint();\n        }\n\n        protected Color GetRunningColor()\n        {\n            return runningColor;\n        }\n\n        protected Color GetEditorTint()\n        {\n            var node = target as FiniteStateMachineStateGraphNode;\n            var isDisconnected = node.GetInputPort(\"entry\").Connection == null;\n\n            if (node.IsEntry && node.IsExit)\n            {\n                return entryExitColor;\n            }\n            if (node.IsEntry)\n            {\n                return entryColor;\n            }\n            if (node.IsExit)\n            {\n                return exitColor;\n            }\n            if (isDisconnected)\n            {\n                return base.GetTint() * inactiveColor;\n            }\n\n            return base.GetTint();\n        }\n    }\n}\n"
  },
  {
    "path": "FiniteStateMachine/Editor/FiniteStateMachineStateGraphNodeEditor.cs.meta",
    "content": "﻿fileFormatVersion: 2\nguid: c5d230aa803d488c813e3c298e14282f\ntimeCreated: 1598378335"
  },
  {
    "path": "FiniteStateMachine/Editor/FiniteStateMachineSubGraphNodeEditor.cs",
    "content": "﻿using System.Collections.Generic;\nusing Planilo.FSM.Builder;\nusing UnityEditor;\nusing UnityEngine;\nusing XNodeEditor;\n\nnamespace Planilo.FSM.Editor\n{\n    [CustomNodeEditor(typeof(FiniteStateMachineSubGraphNode))]\n    public class FiniteStateMachineSubGraphNodeEditor : FiniteStateMachineStateGraphNodeEditor\n    {\n        public override void OnHeaderGUI()\n        {\n            var stateNode = target as FiniteStateMachineSubGraphNode;\n            var name = target.name.Replace(\"Finite State Machine Sub Graph\", \"Sub Graph State\");\n            name = string.Format(\"{0}{1}{2}\", stateNode.IsEntry ? \"→ \" : \"\", name, stateNode.IsExit ? \" →\" : \"\");\n            GUILayout.Label(name, NodeEditorResources.styles.nodeHeader, GUILayout.Height(30));\n        }\n\n        public override Color GetTint()\n        {\n            // Make sure node is connected.\n            if (Selection.activeGameObject == null || Application.isPlaying == false) return GetEditorTint();\n\n            // Check if there is an active game object with a runner.\n            var runner = Selection.activeGameObject.GetComponent<IAIBehaviourDebugger<FiniteStateMachineGraph, FiniteStateMachineRuntimeState>>();\n            if (runner == null) return GetEditorTint();\n\n            // Check if it is running.\n            var behaviourGraph = runner.GetBehaviour();\n            var runnerState = runner.GetState();\n            if (IsSubGraphRunning(target as FiniteStateMachineSubGraphNode, behaviourGraph, runnerState, new List<int>()))\n            {\n                return GetRunningColor();\n            }\n\n            return GetEditorTint();\n        }\n\n        bool IsStateRunning(FiniteStateMachineStateGraphNode stateNode, FiniteStateMachineGraph behaviourGraph, FiniteStateMachineRuntimeState state)\n        {\n            if (behaviourGraph.TryGetNodeIndex(stateNode.GetInstanceID(), out var nodeIndex))\n            {\n                if (state.CurrentState == nodeIndex)\n                {\n                    return true;\n                }\n            }\n\n            return false;\n        }\n\n        bool IsSubGraphRunning(FiniteStateMachineSubGraphNode subGraphNode, FiniteStateMachineGraph behaviourGraph, FiniteStateMachineRuntimeState state, List<int> checkedSubgraphs)\n        {\n            checkedSubgraphs.Add(subGraphNode.GetInstanceID());\n            var subGraph = subGraphNode.SubGraph;\n            foreach (var node in subGraph.nodes)\n            {\n                var running = false;\n                // If node is another subgraph execute recursively but prevent infinite cycles.\n                if (node is FiniteStateMachineSubGraphNode && checkedSubgraphs.Contains(node.GetInstanceID()) == false)\n                {\n                    running = IsSubGraphRunning(node as FiniteStateMachineSubGraphNode, behaviourGraph, state, checkedSubgraphs);\n                }\n                else if (node is FiniteStateMachineStateGraphNode)\n                {\n                    running = IsStateRunning(node as FiniteStateMachineStateGraphNode, behaviourGraph, state);\n                }\n\n                if (running) return true;\n            }\n\n            return false;\n        }\n    }\n}\n"
  },
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    "path": "FiniteStateMachine/Editor.meta",
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    "path": "FiniteStateMachine.meta",
    "content": "﻿fileFormatVersion: 2\nguid: 2752ac942d074a808c60ab3fa02a26a3\ntimeCreated: 1598285816"
  },
  {
    "path": "Interfaces/IAIBehaviour.cs",
    "content": "using Planilo.BT;\n\nnamespace Planilo\n{\n    public interface IAIBehaviour<TAgent, TState>\n    {\n        TState Initialize(ref TAgent agent);\n        void Run(ref TAgent agent, ref TState state);\n    }\n}"
  },
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  },
  {
    "path": "Interfaces/IAIBehaviourBuilder.cs",
    "content": "namespace Planilo\n{\n    public interface IAIBehaviourBuilder<TState>\n    {\n        IAIBehaviour<TAgent, TState> Build<TAgent>();\n    }\n}"
  },
  {
    "path": "Interfaces/IAIBehaviourBuilder.cs.meta",
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  },
  {
    "path": "Interfaces/IAIBehaviourDebugger.cs",
    "content": "﻿namespace Planilo\n{\n    public interface IAIBehaviourDebugger<TBehaviour, TState>\n    {\n    #if UNITY_EDITOR\n        TState GetState();\n        TBehaviour GetBehaviour();\n    #endif\n    }\n}"
  },
  {
    "path": "Interfaces/IAIBehaviourDebugger.cs.meta",
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  },
  {
    "path": "License.md",
    "content": "MIT License\n\nCopyright (c) 2018 jlreymendez\n\nPermission is hereby granted, free of charge, to any person obtaining a copy\nof this software and associated documentation files (the \"Software\"), to deal\nin the Software without restriction, including without limitation the rights\nto use, copy, modify, merge, publish, distribute, sublicense, and/or sell\ncopies of the Software, and to permit persons to whom the Software is\nfurnished to do so, subject to the following conditions:\n\nThe above copyright notice and this permission notice shall be included in\nall copies or substantial portions of the Software.\n\nTHE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\nIMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\nFITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\nAUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\nLIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\nOUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\nTHE SOFTWARE.\n"
  },
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  },
  {
    "path": "Planilo.asmdef",
    "content": "﻿{\n\t\"name\": \"Planilo\",\n\t\"references\": [\"XNode\",\"XNodeEditor\"],\n    \"optionalUnityReferences\": [],\n    \"includePlatforms\": [],\n    \"excludePlatforms\": [],\n    \"allowUnsafeCode\": false,\n    \"overrideReferences\": false,\n    \"precompiledReferences\": [],\n    \"autoReferenced\": true,\n    \"defineConstraints\": [],\n    \"versionDefines\": []\n}\n"
  },
  {
    "path": "Planilo.asmdef.meta",
    "content": "fileFormatVersion: 2\nguid: a6582943af2a7f2459da73aa3febf111\nAssemblyDefinitionImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "README.md",
    "content": "![planilo](https://user-images.githubusercontent.com/1077394/91163953-be4d8d80-e6a4-11ea-9f86-127a6374235d.png)\n\nA set of tools for designing AI in a visual node editor on unity. Use for:\n* Behavior Trees.\n* Finite State Machines.\n* Implement your own AI graphs.\n\n## Key features\n* A visual editor for Behavior Trees, Finite State Machines and the basis to create other types of AI tools.\n* AI graphs implemented as reusable scriptable objects, same instance can be run by multiple GameObjects.\n* Share data between the Scene an your Behavior Tree using Blackboard variables.\n* Ready implemented examples to use as guidance.\n* See highlighted nodes in runtime to understand how your AI graphs are running.\n* Modularize your AI graphs and execute them as part of nodes of other AI graphs.\n* See more in [documentation](https://github.com/jlreymendez/planilo/wiki)\n\n## Road to v0.2.0\nAs I'm not actively using planilo on any project I have stopped development of planilo for the time being. \nI have merged the development branch to master, hoping to encourage people to stop using v0.1.0 which in my opinion has major design flaws.\nThe only thing that's stopping the release of v0.2.0 is that the samples have bugs coming from either Unity's Assets v2 or xNode. \nThis was the last thing to convince me that if I ever continue developing this tool I will need to drop xNode to gain control over important parts \nof the tool.\n \n### What is changing?\n* **Separation of concerns.** Using xNode as a serialization and behaviour builder tool only. Making no assumptions of how runtime execution should be.\n* Interface blackboards for behaviours instead of dictionaries.\n* Behaviour tree overhaul with new composite nodes Active Selector and Active Sequencer.\n\n## Things left to investigate\n* Jobified versions of the AI behaviour. \n* Utility based Behaviour Tree.\n\n## v0.1.0\nThe initial release of planilo had some design flaws which would cause:  \n* Bugs difficult to track.\n* Less control over the flow execution for the user.\n* Performance hits due to allocations while using dictionaries for the blackboard variables.\n\nIf you still want to have access to planilo v0.1.0 you can find it in the releases page [v0.1.0](https://github.com/jlreymendez/planilo/releases/tag/untagged-e47bab49a17a75565867)\n\n## Installing with Unity Package Manager\n*(Requires Unity version 2019.1 or above)*\n\nTo install this project as a [Git dependency](https://docs.unity3d.com/Manual/upm-git.html) using the Unity Package Manager,\nadd the following line to your project's `manifest.json`:\n\n```\n\"com.github.jlreymendez.planilo\": \"https://github.com/jlreymendez/planilo.git\"\n```\nNOTE: This will also install the dependencies xNode under the Planilo path.\n\nYou will need to have Git installed and available in your system's PATH.\n\n## Acknowledgements:\n* [xNode by Siccity](https://github.com/Siccity/xNode)\n* [Game-icons.net and Delapouite](https://game-icons.net/1x1/delapouite/choice.html)\n"
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  },
  {
    "path": "Samples~/Gatherer/Code/BT/Behaviours/GathererBTDebugger.cs",
    "content": "﻿using Planilo.BT;\nusing Planilo.BT.Builder;\nusing PlaniloSamples.Common;\n\nnamespace PlaniloSamples.BT\n{\n    public class GathererBTDebugger : BehaviourDebugger<BehaviourTreeGraph, BehaviourTreeState> { }\n}"
  },
  {
    "path": "Samples~/Gatherer/Code/BT/Behaviours/GathererBTDebugger.cs.meta",
    "content": "﻿fileFormatVersion: 2\nguid: 027e1eeb965c47308c0eb9a7f463d140\ntimeCreated: 1598558576"
  },
  {
    "path": "Samples~/Gatherer/Code/BT/Behaviours/GathererBTRunner.cs",
    "content": "using Planilo;\nusing Planilo.BT;\nusing Planilo.BT.Builder;\nusing PlaniloSamples.Common;\nusing UnityEngine;\n\nnamespace PlaniloSamples.BT\n{\n    public class GathererBTRunner : MonoBehaviour,\n        // note: This is only required for debugging the tree inside the planilo graph tool\n        IAIBehaviourDebugger<BehaviourTreeGraph, BehaviourTreeState>\n    {\n        [Header(\"General\")]\n        public BehaviourTreeGraph BehaviourDefinition;\n\n        [Header(\"Sample 01\")]\n        public float Speed;\n        public float Reach;\n\n        [Header(\"Sample 02\")]\n        public float WorkTime;\n        public float RestTime;\n\n        Gatherer agent = default;\n        BehaviourTreeState behaviourTreeState = default;\n        IAIBehaviour<Gatherer, BehaviourTreeState> behaviourTree = default;\n\n        void Awake()\n        {\n            behaviourTree = BehaviourDefinition.Build<Gatherer>();\n            behaviourTreeState = behaviourTree.Initialize(ref agent);\n        }\n\n        void Start()\n        {\n            agent.Id = GetInstanceID();\n            agent.World.Home = FindObjectOfType<Home>().transform.position;\n            agent.Speed = Speed;\n            agent.Reach = Reach;\n            agent.Transform = transform;\n            agent.LastRest = Time.time;\n            agent.WorkTime = WorkTime;\n            agent.RestTime = RestTime;\n        }\n\n        void Update()\n        {\n            // Update all agent sensors\n            agent.World.Resources = FindObjectsOfType<Resource>();\n            // Execute behaviour tree.\n            behaviourTree.Run(ref agent, ref behaviourTreeState);\n        }\n\n    #if UNITY_EDITOR\n        #region Editor\n        public BehaviourTreeState GetState()\n        {\n            return behaviourTreeState;\n        }\n\n        public BehaviourTreeGraph GetBehaviour()\n        {\n            return BehaviourDefinition;\n        }\n        #endregion\n    #endif\n    }\n}\n"
  },
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  },
  {
    "path": "Samples~/Gatherer/Code/BT/Behaviours/GatherersBTManager.cs",
    "content": "﻿using Planilo.BT;\nusing Planilo.BT.Builder;\nusing PlaniloSamples.Common;\n\nnamespace PlaniloSamples.BT\n{\n    public class GatherersBTManager : GatherersManager<BehaviourTreeGraph, BehaviourTreeState> { }\n}"
  },
  {
    "path": "Samples~/Gatherer/Code/BT/Behaviours/GatherersBTManager.cs.meta",
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  },
  {
    "path": "Samples~/Gatherer/Code/BT/LeafNodes/CheckAlarmRaisedGraphNode.cs",
    "content": "﻿using System;\nusing Planilo.BT;\nusing Planilo.BT.Builder;\nusing PlaniloSamples.Common;\nusing XNode;\n\nnamespace PlaniloSamples.BT\n{\n    public class CheckAlarmRaisedNode : LeafNode<Gatherer>\n    {\n        public CheckAlarmRaisedNode(int index) : base(index) {}\n\n        public override BehaviourTreeResult Update(ref Gatherer agent, BehaviourTreeNodeState[] states)\n        {\n            return agent.World.Alarm ? BehaviourTreeResult.Success : BehaviourTreeResult.Failure;\n        }\n    }\n\n    [Node.CreateNodeMenuAttribute(\"PlaniloSamples/Gatherer/CheckAlarmRaised\")]\n    public class CheckAlarmRaisedGraphNode : LeafGraphNode\n    {\n        #region Protected\n        protected override Type AllowedType => typeof(Gatherer);\n\n        protected override BehaviourTreeNode<T> ProtectedBuild<T>(ref int index)\n        {\n            return new CheckAlarmRaisedNode(index) as BehaviourTreeNode<T>;\n        }\n        #endregion\n    }\n}"
  },
  {
    "path": "Samples~/Gatherer/Code/BT/LeafNodes/CheckAlarmRaisedGraphNode.cs.meta",
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  },
  {
    "path": "Samples~/Gatherer/Code/BT/LeafNodes/CheckNeedsRestGraphNode.cs",
    "content": "﻿using System;\nusing Planilo.BT;\nusing Planilo.BT.Builder;\nusing PlaniloSamples.Common;\nusing UnityEngine;\nusing XNode;\n\nnamespace PlaniloSamples.BT\n{\n    public class CheckNeedsRestNode : LeafNode<Gatherer>\n    {\n        public CheckNeedsRestNode(int index) : base(index) {}\n\n        public override BehaviourTreeResult Update(ref Gatherer agent, BehaviourTreeNodeState[] states)\n        {\n            if (Time.time - agent.LastRest >= agent.WorkTime)\n            {\n                return BehaviourTreeResult.Success;\n            }\n\n            return BehaviourTreeResult.Failure;\n        }\n    }\n\n    [Node.CreateNodeMenuAttribute(\"PlaniloSamples/Gatherer/CheckNeedsRest\")]\n    public class CheckNeedsRestGraphNode : LeafGraphNode\n    {\n        #region Protected\n        protected override Type AllowedType => typeof(Gatherer);\n\n        protected override BehaviourTreeNode<T> ProtectedBuild<T>(ref int index)\n        {\n            return new CheckNeedsRestNode(index) as BehaviourTreeNode<T>;\n        }\n        #endregion\n    }\n}"
  },
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  },
  {
    "path": "Samples~/Gatherer/Code/BT/LeafNodes/ConsumeResourceGraphNode.cs",
    "content": "﻿using System;\nusing Planilo.BT;\nusing Planilo.BT.Builder;\nusing PlaniloSamples.Common;\nusing UnityEngine;\nusing XNode;\n\nnamespace PlaniloSamples.BT\n{\n    public class ConsumeResourceNode : LeafNode<Gatherer>\n    {\n        public ConsumeResourceNode(int index) : base(index) {}\n\n        public override BehaviourTreeResult Update(ref Gatherer agent, BehaviourTreeNodeState[] states)\n        {\n            if (agent.Resource == null) return BehaviourTreeResult.Failure;\n\n            var distance = Vector3.Distance(agent.Transform.position, agent.World.Home);\n            if (distance > agent.Reach) return BehaviourTreeResult.Failure;\n\n            agent.Resource.Consume();\n            agent.Resource = null;\n\n            return BehaviourTreeResult.Success;\n        }\n    }\n\n    [Node.CreateNodeMenuAttribute(\"PlaniloSamples/Gatherer/ConsumeResource\")]\n    public class ConsumeResourceGraphNode : LeafGraphNode\n    {\n        #region Protected\n        protected override Type AllowedType => typeof(Gatherer);\n\n        protected override BehaviourTreeNode<T> ProtectedBuild<T>(ref int index)\n        {\n            return new ConsumeResourceNode(index) as BehaviourTreeNode<T>;\n        }\n        #endregion\n    }\n}"
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  },
  {
    "path": "Samples~/Gatherer/Code/BT/LeafNodes/DropResourceGraphNode.cs",
    "content": "﻿using System;\nusing Planilo.BT;\nusing Planilo.BT.Builder;\nusing PlaniloSamples.Common;\n\nnamespace PlaniloSamples.BT\n{\n    public class DropResourceNode : LeafNode<Gatherer>\n    {\n        public DropResourceNode(int index) : base(index) { }\n\n        public override BehaviourTreeResult Update(ref Gatherer agent, BehaviourTreeNodeState[] states)\n        {\n            if (agent.Resource != null && agent.Resource.CarrierId == agent.Id)\n            {\n                agent.Resource.Drop(agent.Transform.position);\n                agent.Resource.CarrierId = 0;\n                agent.Resource = null;\n            }\n\n            return BehaviourTreeResult.Success;\n        }\n    }\n\n    [CreateNodeMenuAttribute(\"PlaniloSamples/Gatherer/DropResource\")]\n    public class DropResourceGraphNode : LeafGraphNode\n    {\n        #region Protected\n        protected override Type AllowedType => typeof(Gatherer);\n\n        protected override BehaviourTreeNode<T> ProtectedBuild<T>(ref int index)\n        {\n            return new DropResourceNode(index) as BehaviourTreeNode<T>;\n        }\n        #endregion\n    }\n}"
  },
  {
    "path": "Samples~/Gatherer/Code/BT/LeafNodes/DropResourceGraphNode.cs.meta",
    "content": "﻿fileFormatVersion: 2\nguid: 5fa672b651f64a19a439ee5dc7e32c39\ntimeCreated: 1598901560"
  },
  {
    "path": "Samples~/Gatherer/Code/BT/LeafNodes/FindResourceGraphNode.cs",
    "content": "﻿using System;\nusing Planilo.BT;\nusing Planilo.BT.Builder;\nusing PlaniloSamples.Common;\nusing UnityEngine;\nusing XNode;\n\nnamespace PlaniloSamples.BT\n{\n    public class FindResourceNode : LeafNode<Gatherer>\n    {\n        public FindResourceNode(int index) : base(index) {}\n\n        public override BehaviourTreeResult Update(ref Gatherer agent, BehaviourTreeNodeState[] states)\n        {\n            agent.Resource = null;\n\n            var minDistance = float.MaxValue;\n            foreach (var resource in agent.World.Resources)\n            {\n                var distance = Vector3.Distance(agent.Transform.position, resource.transform.position);\n                if (resource.CarrierId == 0 && distance < minDistance)\n                {\n                    minDistance = distance;\n                    agent.Resource = resource;\n                    agent.Target = resource.transform.position;\n                }\n            }\n\n            if (agent.Resource != null)\n            {\n                agent.Resource.CarrierId = agent.Id;\n                return BehaviourTreeResult.Success;\n            }\n\n            return BehaviourTreeResult.Failure;\n        }\n    }\n\n    [Node.CreateNodeMenuAttribute(\"PlaniloSamples/Gatherer/FindResource\")]\n    public class FindResourceGraphNode : LeafGraphNode\n    {\n        #region Protected\n        protected override Type AllowedType => typeof(Gatherer);\n\n        protected override BehaviourTreeNode<T> ProtectedBuild<T>(ref int index)\n        {\n            return new FindResourceNode(index) as BehaviourTreeNode<T>;\n        }\n        #endregion\n    }\n}"
  },
  {
    "path": "Samples~/Gatherer/Code/BT/LeafNodes/FindResourceGraphNode.cs.meta",
    "content": "﻿fileFormatVersion: 2\nguid: 31373fe844ce4ed4b8846208b499f763\ntimeCreated: 1597954599"
  },
  {
    "path": "Samples~/Gatherer/Code/BT/LeafNodes/GoHomeGraphNode.cs",
    "content": "﻿using System;\nusing Planilo.BT;\nusing Planilo.BT.Builder;\nusing PlaniloSamples.Common;\nusing UnityEngine;\nusing XNode;\n\nnamespace PlaniloSamples.BT\n{\n    public class GoHomeNode : MoveToTargetNode\n    {\n        public GoHomeNode(int index) : base(index) {}\n\n        public override void Initialize(ref Gatherer agent, BehaviourTreeNodeState[] states)\n        {\n            agent.Target = agent.World.Home;\n        }\n    }\n\n    [Node.CreateNodeMenuAttribute(\"PlaniloSamples/Gatherer/GoHome\")]\n    public class GoHomeGraphNode : LeafGraphNode\n    {\n        #region Protected\n        protected override Type AllowedType => typeof(Gatherer);\n\n        protected override BehaviourTreeNode<T> ProtectedBuild<T>(ref int index)\n        {\n            return new GoHomeNode(index) as BehaviourTreeNode<T>;\n        }\n        #endregion\n    }\n}"
  },
  {
    "path": "Samples~/Gatherer/Code/BT/LeafNodes/GoHomeGraphNode.cs.meta",
    "content": "﻿fileFormatVersion: 2\nguid: a157d042975b448fa94d4bcbb7e5d627\ntimeCreated: 1598560425"
  },
  {
    "path": "Samples~/Gatherer/Code/BT/LeafNodes/MoveToTargetGraphNode.cs",
    "content": "﻿using System;\nusing Planilo.BT;\nusing Planilo.BT.Builder;\nusing PlaniloSamples.Common;\nusing UnityEngine;\nusing XNode;\n\nnamespace PlaniloSamples.BT\n{\n    public class MoveToTargetNode : LeafNode<Gatherer>\n    {\n        public MoveToTargetNode(int index) : base(index) {}\n\n        public override BehaviourTreeResult Update(ref Gatherer agent, BehaviourTreeNodeState[] states)\n        {\n            var position = agent.Transform.position;\n            var distance = Vector3.Distance(position, agent.Target);\n            if (distance <= agent.Reach)\n            {\n                return BehaviourTreeResult.Success;\n            }\n\n            var direction = Vector3.Normalize(agent.Target - position);\n            agent.Transform.position += direction * (Time.deltaTime * agent.Speed);\n            return BehaviourTreeResult.Running;\n        }\n    }\n\n    [Node.CreateNodeMenuAttribute(\"PlaniloSamples/Gatherer/MoveToTarget\")]\n    public class MoveToTargetGraphNode : LeafGraphNode\n    {\n        #region Protected\n        protected override Type AllowedType => typeof(Gatherer);\n\n        protected override BehaviourTreeNode<T> ProtectedBuild<T>(ref int index)\n        {\n            return new MoveToTargetNode(index) as BehaviourTreeNode<T>;\n        }\n        #endregion\n    }\n}"
  },
  {
    "path": "Samples~/Gatherer/Code/BT/LeafNodes/MoveToTargetGraphNode.cs.meta",
    "content": "﻿fileFormatVersion: 2\nguid: 6b95438f51c14f18b534180eba3ff087\ntimeCreated: 1597961310"
  },
  {
    "path": "Samples~/Gatherer/Code/BT/LeafNodes/PickResourceGraphNode.cs",
    "content": "﻿using System;\nusing Planilo.BT;\nusing Planilo.BT.Builder;\nusing PlaniloSamples.Common;\nusing UnityEngine;\nusing XNode;\n\nnamespace PlaniloSamples.BT\n{\n    public class PickResourceNode : LeafNode<Gatherer>\n    {\n        public PickResourceNode(int index) : base(index) {}\n\n        public override BehaviourTreeResult Update(ref Gatherer agent, BehaviourTreeNodeState[] states)\n        {\n            if (!agent.Resource) return BehaviourTreeResult.Failure;\n\n            var distance = Vector3.Distance(agent.Transform.position, agent.Resource.transform.position);\n            if (distance > agent.Reach || agent.Resource.Pick() == false) return BehaviourTreeResult.Failure;\n\n            return BehaviourTreeResult.Success;\n        }\n    }\n\n    [Node.CreateNodeMenuAttribute(\"PlaniloSamples/Gatherer/PickResource\")]\n    public class PickResourceGraphNode : LeafGraphNode\n    {\n        #region Protected\n        protected override Type AllowedType => typeof(Gatherer);\n\n        protected override BehaviourTreeNode<T> ProtectedBuild<T>(ref int index)\n        {\n            return new PickResourceNode(index) as BehaviourTreeNode<T>;\n        }\n        #endregion\n    }\n}"
  },
  {
    "path": "Samples~/Gatherer/Code/BT/LeafNodes/PickResourceGraphNode.cs.meta",
    "content": "﻿fileFormatVersion: 2\nguid: 5740cfef256c48dbb51b82cc660b8f2c\ntimeCreated: 1597956249"
  },
  {
    "path": "Samples~/Gatherer/Code/BT/LeafNodes/RestGraphNode.cs",
    "content": "﻿using System;\nusing Planilo.BT;\nusing Planilo.BT.Builder;\nusing PlaniloSamples.Common;\nusing UnityEngine;\nusing XNode;\n\nnamespace PlaniloSamples.BT\n{\n    public class RestNode : LeafNode<Gatherer>\n    {\n        public RestNode(int index) : base(index) {}\n\n        public override void Initialize(ref Gatherer agent, BehaviourTreeNodeState[] states)\n        {\n            agent.LastRest = Time.time;\n        }\n\n        public override BehaviourTreeResult Update(ref Gatherer agent, BehaviourTreeNodeState[] states)\n        {\n            return Time.time - agent.LastRest > agent.RestTime ? BehaviourTreeResult.Success : BehaviourTreeResult.Running;\n        }\n\n        public override void Finalize(ref Gatherer agent, BehaviourTreeNodeState[] states)\n        {\n            agent.LastRest = Time.time;\n        }\n    }\n\n    [Node.CreateNodeMenuAttribute(\"PlaniloSamples/Gatherer/Rest\")]\n    public class RestGraphNode : LeafGraphNode\n    {\n        #region Protected\n        protected override Type AllowedType => typeof(Gatherer);\n\n        protected override BehaviourTreeNode<T> ProtectedBuild<T>(ref int index)\n        {\n            return new RestNode(index) as BehaviourTreeNode<T>;\n        }\n        #endregion\n    }\n}"
  },
  {
    "path": "Samples~/Gatherer/Code/BT/LeafNodes/RestGraphNode.cs.meta",
    "content": "﻿fileFormatVersion: 2\nguid: c5ea3905ccdf4111bbe8d4a09d9b7ce1\ntimeCreated: 1598042572"
  },
  {
    "path": "Samples~/Gatherer/Code/BT/LeafNodes.meta",
    "content": "﻿fileFormatVersion: 2\nguid: fa0523d4492349d6919e58eca290e430\ntimeCreated: 1597964303"
  },
  {
    "path": "Samples~/Gatherer/Code/BT.meta",
    "content": "﻿fileFormatVersion: 2\nguid: bd34d992e0634ba1834ff457c53da51e\ntimeCreated: 1597954406"
  },
  {
    "path": "Samples~/Gatherer/Code/Common/Behaviours/BehaviourDebugger.cs",
    "content": "﻿using Planilo;\nusing UnityEngine;\n\nnamespace PlaniloSamples.Common\n{\n    public class BehaviourDebugger<TBehaviourGraph, TBehaviourState> : MonoBehaviour, IAIBehaviourDebugger<TBehaviourGraph, TBehaviourState>\n    {\n    #if UNITY_EDITOR\n        public IBehaviourManager<TBehaviourGraph, TBehaviourState> Manager { private get; set; }\n        public int Index { private get; set; }\n\n        public TBehaviourState GetState()\n        {\n            return Manager.GetAgentState(Index);\n        }\n\n        public TBehaviourGraph GetBehaviour()\n        {\n            return Manager.BehaviourGraph;\n        }\n    #endif\n\n    }\n}"
  },
  {
    "path": "Samples~/Gatherer/Code/Common/Behaviours/BehaviourDebugger.cs.meta",
    "content": "﻿fileFormatVersion: 2\nguid: 8ee27841369646ac9e4fecbdb3024986\ntimeCreated: 1598641427"
  },
  {
    "path": "Samples~/Gatherer/Code/Common/Behaviours/GatherersManager.cs",
    "content": "﻿using System.Collections;\nusing System.Collections.Generic;\nusing Planilo;\nusing UnityEngine;\n\nnamespace PlaniloSamples.Common\n{\n    public class GatherersManager<TBehaviourGraph, TBehaviourState> : MonoBehaviour, IBehaviourManager<TBehaviourGraph, TBehaviourState>\n        where TBehaviourGraph : IAIBehaviourBuilder<TBehaviourState>\n    {\n        [SerializeField] GameObject gathererPrefab = default;\n        [SerializeField] int gatherersCount = default;\n        [SerializeField] TBehaviourGraph behaviourDefinition = default;\n\n        [Header(\"Gatherer Stats\")]\n        [SerializeField] float speed = 0.5f;\n        [SerializeField] float reach = 0.05f;\n        [SerializeField] float workTime = 24f;\n        [SerializeField] float restTime = 8f;\n\n        IAIBehaviour<Gatherer, TBehaviourState> behaviourTree;\n        TBehaviourState[] gathererStates;\n        Gatherer[] gatherers;\n        GameObject[] gathererGos;\n        bool alarm;\n\n        IEnumerator Start()\n        {\n            enabled = false;\n            var homeSpawn = WaitForHomeSpawn();\n            yield return homeSpawn;\n            SpawnGatherers(homeSpawn.Current);\n            InitializeBehaviours();\n            enabled = true;\n        }\n\n        IEnumerator<Home> WaitForHomeSpawn()\n        {\n            Home home = null;\n            while (home == null)\n            {\n                home = FindObjectOfType<Home>();\n                yield return null;\n            }\n\n            yield return home;\n        }\n\n        void SpawnGatherers(Home home)\n        {\n            gatherers = new Gatherer[gatherersCount];\n            var homePosition = home.transform.position;\n            // Spawn game objects.\n            for (var i = 0; i < gatherersCount; i++)\n            {\n                var rotation = Quaternion.Euler(0, 0, Random.Range(0f, 360f));\n                var position = new Vector3(Random.Range(0f, 0.3f), 0, 0);\n                var go = Instantiate(gathererPrefab, rotation * position, Quaternion.identity);\n                InitializeGatherer(i, go, homePosition);\n            }\n        }\n\n        void InitializeGatherer(int index, GameObject go, Vector3 homePosition)\n        {\n            ref var gatherer = ref gatherers[index];\n            gatherer.Id = index + 1;\n            gatherer.World.Home = homePosition;\n            gatherer.Transform = go.transform;\n            gatherer.Speed = speed;\n            gatherer.Reach = reach;\n            gatherer.LastRest = Time.time;\n            gatherer.WorkTime = workTime;\n            gatherer.RestTime = restTime;\n\n        #if UNITY_EDITOR\n            var debugger = go.GetComponent<BehaviourDebugger<TBehaviourGraph, TBehaviourState>>();\n            if (debugger != null)\n            {\n                debugger.Manager = this;\n                debugger.Index = index;\n            }\n        #endif\n        }\n\n        void InitializeBehaviours()\n        {\n            gathererStates = new TBehaviourState[gatherersCount];\n            behaviourTree = behaviourDefinition.Build<Gatherer>();\n            for (var i = 0; i < gatherersCount; i++)\n            {\n                gathererStates[i] = behaviourTree.Initialize(ref gatherers[i]);\n            }\n        }\n\n        void Update()\n        {\n            // Toggle alarm in world state.\n            if (Input.GetKeyUp(KeyCode.A))\n            {\n                alarm = !alarm;\n            }\n            // Find all available resources\n            var resources = FindObjectsOfType<Resource>();\n            // Run behaviours and update the world state.\n            for (var i = 0; i < gatherersCount; i++)\n            {\n                gatherers[i].World.Alarm = alarm;\n                gatherers[i].World.Resources = resources;\n                behaviourTree.Run(ref gatherers[i], ref gathererStates[i]);\n            }\n        }\n\n    #if UNITY_EDITOR\n        public TBehaviourGraph BehaviourGraph => behaviourDefinition;\n\n        public TBehaviourState GetAgentState(int index)\n        {\n            return gathererStates.Length > index ? gathererStates[index] : default;\n        }\n    #endif\n    }\n}"
  },
  {
    "path": "Samples~/Gatherer/Code/Common/Behaviours/GatherersManager.cs.meta",
    "content": "﻿fileFormatVersion: 2\nguid: 8a706759fdab4196ae3b50f4571bdcd3\ntimeCreated: 1598639685"
  },
  {
    "path": "Samples~/Gatherer/Code/Common/Behaviours/Home.cs",
    "content": "﻿using UnityEngine;\n\nnamespace PlaniloSamples.Common\n{\n    public class Home : MonoBehaviour {}\n}"
  },
  {
    "path": "Samples~/Gatherer/Code/Common/Behaviours/Home.cs.meta",
    "content": "﻿fileFormatVersion: 2\nguid: 9e5615bec2c34559835bd071d3bb48c2\ntimeCreated: 1598382326"
  },
  {
    "path": "Samples~/Gatherer/Code/Common/Behaviours/Resource.cs",
    "content": "﻿using System;\nusing UnityEngine;\n\nnamespace PlaniloSamples.Common\n{\n    public class Resource : MonoBehaviour\n    {\n        public int CarrierId { get; set; }\n        public event Action<Resource> OnPicked;\n        public event Action<Resource> OnConsumed;\n        bool picked;\n        bool consumed;\n\n        public bool Pick()\n        {\n            if (picked) return false;\n\n            picked = true;\n            gameObject.SetActive(false);\n            OnPicked?.Invoke(this);\n            return true;\n        }\n\n        public void Drop(Vector3 position)\n        {\n            if (picked == false) return;\n\n            transform.position = position;\n            gameObject.SetActive(true);\n        }\n\n        public void Consume()\n        {\n            if (consumed) return;\n\n            consumed = true;\n            OnConsumed?.Invoke(this);\n        }\n\n        void OnEnable()\n        {\n            picked = false;\n            consumed = false;\n            CarrierId = 0;\n        }\n    }\n}"
  },
  {
    "path": "Samples~/Gatherer/Code/Common/Behaviours/Resource.cs.meta",
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  },
  {
    "path": "Samples~/Gatherer/Code/Common/Behaviours/SampleController.cs",
    "content": "﻿using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\nusing Random = UnityEngine.Random;\n\nnamespace PlaniloSamples.Common\n{\n    public class SampleController : MonoBehaviour\n    {\n        public GameObject homePrefab;\n        public Resource resourcePrefab;\n        public GameObject agentPrefab;\n\n        public int agentsCount;\n        public int maxResourceCount;\n        public float resourceProductionRate = 0.8f;\n\n        List<Resource> resources;\n        List<Resource> recycledResources;\n\n        void Awake()\n        {\n            Instantiate(homePrefab);\n            SpawnAgents();\n            StartCoroutine(SpawnResources());\n        }\n\n        void SpawnAgents()\n        {\n            for (var i = 0; i < agentsCount; i++)\n            {\n                var rotation = Quaternion.Euler(0, 0, Random.Range(0f, 360f));\n                var position = new Vector3(Random.Range(0f, 0.3f), 0, 0);\n                Instantiate(agentPrefab, rotation * position, Quaternion.identity);\n            }\n        }\n\n        IEnumerator SpawnResources()\n        {\n            recycledResources = new List<Resource>();\n            for (var i = 0; i < maxResourceCount; i++)\n            {\n                var resource = Instantiate(resourcePrefab);\n                resource.OnPicked += Resource_OnPick;\n                resource.OnConsumed += Resource_OnConsume;\n                resource.gameObject.SetActive(false);\n                recycledResources.Add(resource);\n            }\n\n            while (true)\n            {\n                if (recycledResources.Count > 0)\n                {\n                    var rotation = Quaternion.Euler(0, 0, Random.Range(0f, 360f));\n                    var position = new Vector3(Random.Range(0.5f, 1f), 0, 0);\n                    var resource = recycledResources[0];\n                    resource.transform.position = rotation * position;\n                    resource.gameObject.SetActive(true);\n                    recycledResources.RemoveAt(0);\n                }\n                yield return new WaitForSeconds(Random.Range(resourceProductionRate * 0.5f, resourceProductionRate));\n            }\n        }\n\n        void Resource_OnPick(Resource resource)\n        {\n        }\n\n        void Resource_OnConsume(Resource resource)\n        {\n            recycledResources.Add(resource);\n        }\n    }\n}"
  },
  {
    "path": "Samples~/Gatherer/Code/Common/Behaviours/SampleController.cs.meta",
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  },
  {
    "path": "Samples~/Gatherer/Code/Common/Behaviours.meta",
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  },
  {
    "path": "Samples~/Gatherer/Code/Common/Blackboard/Gatherer.cs",
    "content": "﻿using UnityEngine;\n\nnamespace PlaniloSamples.Common\n{\n    public struct Gatherer\n    {\n        public int Id;\n        public Transform Transform;\n        public Resource Resource;\n        public Vector3 Target;\n        public float Reach;\n        public float Speed;\n\n        public float LastRest;\n        public float WorkTime;\n        public float RestTime;\n\n        public WorldState World;\n    }\n}"
  },
  {
    "path": "Samples~/Gatherer/Code/Common/Blackboard/Gatherer.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 3a8cf483067447aaaaaf34aa7b4cb96c\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Samples~/Gatherer/Code/Common/Blackboard/WorldState.cs",
    "content": "﻿using UnityEngine;\n\nnamespace PlaniloSamples.Common\n{\n    public struct WorldState\n    {\n        public Vector3 Home;\n        public Resource[] Resources;\n        public bool Alarm;\n    }\n}"
  },
  {
    "path": "Samples~/Gatherer/Code/Common/Blackboard/WorldState.cs.meta",
    "content": "﻿fileFormatVersion: 2\nguid: 2264e1910dc340ed9a53117111cde205\ntimeCreated: 1598625287"
  },
  {
    "path": "Samples~/Gatherer/Code/Common/Blackboard.meta",
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  },
  {
    "path": "Samples~/Gatherer/Code/Common/Interfaces/IBehaviourManager.cs",
    "content": "﻿namespace PlaniloSamples.Common\n{\n    public interface IBehaviourManager<TBehaviourGraph, TBehaviourState>\n    {\n        TBehaviourGraph BehaviourGraph { get; }\n\n        TBehaviourState GetAgentState(int index);\n    }\n}"
  },
  {
    "path": "Samples~/Gatherer/Code/Common/Interfaces/IBehaviourManager.cs.meta",
    "content": "﻿fileFormatVersion: 2\nguid: e2327ae99e304c20b13c5c1ca2dd2bab\ntimeCreated: 1598641481"
  },
  {
    "path": "Samples~/Gatherer/Code/Common/Interfaces.meta",
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  },
  {
    "path": "Samples~/Gatherer/Code/Common.meta",
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  },
  {
    "path": "Samples~/Gatherer/Code/FSM/Behaviours/GathererFSMDebugger.cs",
    "content": "﻿using Planilo.FSM;\nusing Planilo.FSM.Builder;\nusing PlaniloSamples.Common;\n\nnamespace PlaniloSamples.FSM\n{\n    public class GathererFSMDebugger : BehaviourDebugger<FiniteStateMachineGraph, FiniteStateMachineRuntimeState> { }\n}"
  },
  {
    "path": "Samples~/Gatherer/Code/FSM/Behaviours/GathererFSMDebugger.cs.meta",
    "content": "﻿fileFormatVersion: 2\nguid: 59eb80b7c79f4504a4089aff3faed7b0\ntimeCreated: 1598641901"
  },
  {
    "path": "Samples~/Gatherer/Code/FSM/Behaviours/GathererFSMRunner.cs",
    "content": "﻿using Planilo;\nusing Planilo.FSM;\nusing Planilo.FSM.Builder;\nusing PlaniloSamples.Common;\nusing UnityEngine;\n\nnamespace PlaniloSamples.FSM\n{\n    public class GathererFSMRunner : MonoBehaviour,\n        // Note: this is only required for debugging the agent in the planilo graph tool\n        IAIBehaviourDebugger<FiniteStateMachineGraph, FiniteStateMachineRuntimeState>\n    {\n        [Header(\"General\")]\n        public FiniteStateMachineGraph BehaviourDefinition;\n\n        [Header(\"Sample 01\")]\n        public float Speed;\n        public float Reach;\n\n        [Header(\"Sample 02\")]\n        public float WorkTime;\n        public float RestTime;\n\n        Gatherer agent = default;\n        FiniteStateMachineRuntimeState fsmRuntimeState = default;\n        IAIBehaviour<Gatherer, FiniteStateMachineRuntimeState> fsm = default;\n\n        void Awake()\n        {\n            // We need to create an FSM based on the graph definition. And initialize the state for the agent.\n            fsm = BehaviourDefinition.Build<Gatherer>();\n            fsmRuntimeState = fsm.Initialize(ref agent);\n        }\n\n        void Start()\n        {\n            // Initialize agent on start once all required objects have initialized.\n            agent.Id = GetInstanceID();\n            agent.World.Home = FindObjectOfType<Home>().transform.position;\n            agent.Speed = Speed;\n            agent.Reach = Reach;\n            agent.Transform = transform;\n            agent.LastRest = Time.time;\n            agent.WorkTime = WorkTime;\n            agent.RestTime = RestTime;\n        }\n        void Update()\n        {\n            // Update agent sensors.\n            agent.World.Resources = FindObjectsOfType<Resource>();\n            // Execute finite state machine.\n            // Every update we pass by reference the agent and the last state.\n            fsm.Run(ref agent, ref fsmRuntimeState);\n        }\n\n    #if UNITY_EDITOR\n        #region Editor\n        public FiniteStateMachineRuntimeState GetState()\n        {\n            return fsmRuntimeState;\n        }\n\n        public FiniteStateMachineGraph GetBehaviour()\n        {\n            return BehaviourDefinition;\n        }\n        #endregion\n    #endif\n    }\n}"
  },
  {
    "path": "Samples~/Gatherer/Code/FSM/Behaviours/GathererFSMRunner.cs.meta",
    "content": "﻿fileFormatVersion: 2\nguid: 51ac5a52e81843fb838880aaeb330450\ntimeCreated: 1598355869"
  },
  {
    "path": "Samples~/Gatherer/Code/FSM/Behaviours/GatherersFSMManager.cs",
    "content": "﻿using Planilo.FSM;\nusing Planilo.FSM.Builder;\nusing PlaniloSamples.Common;\n\nnamespace PlaniloSamples.FSM\n{\n    public class GatherersFSMManager : GatherersManager<FiniteStateMachineGraph, FiniteStateMachineRuntimeState> {}\n}"
  },
  {
    "path": "Samples~/Gatherer/Code/FSM/Behaviours/GatherersFSMManager.cs.meta",
    "content": "﻿fileFormatVersion: 2\nguid: d522d97a44344e0fbd8054fa1fa1ca59\ntimeCreated: 1598639109"
  },
  {
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  },
  {
    "path": "Samples~/Gatherer/Code/FSM/States/ConsumeResourceStateGraphNode.cs",
    "content": "﻿using Planilo.FSM;\nusing Planilo.FSM.Builder;\nusing PlaniloSamples.Common;\nusing UnityEngine;\n\nnamespace PlaniloSamples.FSM\n{\n    public class ConsumeResourceState : FiniteStateMachineState<Gatherer>\n    {\n        public override void OnTick(ref Gatherer agent)\n        {\n            if (agent.Resource != null)\n            {\n                agent.Resource.Consume();\n                agent.Resource = null;\n            }\n        }\n    }\n\n    [CreateNodeMenu(\"PlaniloSamples/FSM/States/ConsumeResource\")]\n    public class ConsumeResourceStateGraphNode : FiniteStateMachineStateGraphNode\n    {\n        protected override FiniteStateMachineState<T> ProtectedBuild<T>()\n        {\n            return new ConsumeResourceState() as FiniteStateMachineState<T>;\n        }\n    }\n}"
  },
  {
    "path": "Samples~/Gatherer/Code/FSM/States/ConsumeResourceStateGraphNode.cs.meta",
    "content": "﻿fileFormatVersion: 2\nguid: 7369c90c41f7469ab6178a63d1117fe8\ntimeCreated: 1598362425"
  },
  {
    "path": "Samples~/Gatherer/Code/FSM/States/DropResourceStateGraphNode.cs",
    "content": "﻿using Planilo.FSM;\nusing Planilo.FSM.Builder;\nusing PlaniloSamples.Common;\n\nnamespace PlaniloSamples.FSM\n{\n    public class DropResourceState : FiniteStateMachineState<Gatherer>\n    {\n        public override void OnEnter(ref Gatherer agent)\n        {\n            if (agent.Resource != null && agent.Resource.CarrierId == agent.Id)\n            {\n                agent.Resource.Drop(agent.Transform.position);\n                agent.Resource.CarrierId = 0;\n                agent.Resource = null;\n            }\n        }\n\n        public override void OnTick(ref Gatherer agent) { }\n    }\n\n    [CreateNodeMenu(\"PlaniloSamples/FSM/States/DropResource\")]\n    public class DropResourceStateGraphNode : FiniteStateMachineStateGraphNode\n    {\n        protected override FiniteStateMachineState<T> ProtectedBuild<T>()\n        {\n            return new DropResourceState() as FiniteStateMachineState<T>;\n        }\n    }\n}"
  },
  {
    "path": "Samples~/Gatherer/Code/FSM/States/DropResourceStateGraphNode.cs.meta",
    "content": "﻿fileFormatVersion: 2\nguid: ae5589b5b0464be4b9970d20ac2bd9fc\ntimeCreated: 1598904925"
  },
  {
    "path": "Samples~/Gatherer/Code/FSM/States/FindResourceStateGraphNode.cs",
    "content": "﻿using System.Threading;\nusing Planilo.FSM;\nusing Planilo.FSM.Builder;\nusing PlaniloSamples.Common;\nusing UnityEngine;\n\nnamespace PlaniloSamples.FSM\n{\n    public class FindResourceState : FiniteStateMachineState<Gatherer>\n    {\n        public override void OnTick(ref Gatherer agent)\n        {\n            agent.Resource = null;\n\n            var minDistance = float.MaxValue;\n            foreach (var resource in agent.World.Resources)\n            {\n                var distance = Vector3.Distance(agent.Transform.position, resource.transform.position);\n                if (resource.CarrierId == 0 && distance < minDistance)\n                {\n                    minDistance = distance;\n                    agent.Resource = resource;\n                    agent.Target = resource.transform.position;\n                }\n            }\n\n            if (agent.Resource != null)\n            {\n                agent.Resource.CarrierId = agent.Id;\n            }\n        }\n    }\n\n    [CreateNodeMenu(\"PlaniloSamples/FSM/States/FindResource\")]\n    public class FindResourceStateGraphNode : FiniteStateMachineStateGraphNode\n    {\n        protected override FiniteStateMachineState<T> ProtectedBuild<T>()\n        {\n            return new FindResourceState() as FiniteStateMachineState<T>;\n        }\n    }\n}"
  },
  {
    "path": "Samples~/Gatherer/Code/FSM/States/FindResourceStateGraphNode.cs.meta",
    "content": "﻿fileFormatVersion: 2\nguid: 2480d82061c942deac16aaf1273f2e7c\ntimeCreated: 1598358266"
  },
  {
    "path": "Samples~/Gatherer/Code/FSM/States/GoHomeStateGraphNode.cs",
    "content": "﻿using Planilo.FSM;\nusing Planilo.FSM.Builder;\nusing PlaniloSamples.Common;\n\nnamespace PlaniloSamples.FSM\n{\n    public class GoHomeState : MoveToTargetState\n    {\n        public override void OnEnter(ref Gatherer agent)\n        {\n            agent.Target = agent.World.Home;\n        }\n    }\n\n    [CreateNodeMenu(\"PlaniloSamples/FSM/States/GoHome\")]\n    public class GoHomeStateGraphNode : FiniteStateMachineStateGraphNode\n    {\n        protected override FiniteStateMachineState<T> ProtectedBuild<T>()\n        {\n            return new GoHomeState() as FiniteStateMachineState<T>;\n        }\n    }\n}"
  },
  {
    "path": "Samples~/Gatherer/Code/FSM/States/GoHomeStateGraphNode.cs.meta",
    "content": "﻿fileFormatVersion: 2\nguid: 4e601dc71e4749d3acc7a59b2c924ff7\ntimeCreated: 1598461038"
  },
  {
    "path": "Samples~/Gatherer/Code/FSM/States/MoveToTargetStateGraphNode.cs",
    "content": "﻿using Planilo.FSM;\nusing Planilo.FSM.Builder;\nusing PlaniloSamples.Common;\nusing UnityEngine;\n\nnamespace PlaniloSamples.FSM\n{\n    public class MoveToTargetState : FiniteStateMachineState<Gatherer>\n    {\n        public override void OnTick(ref Gatherer agent)\n        {\n            var direction = Vector3.Normalize(agent.Target - agent.Transform.position);\n            agent.Transform.position += direction * (Time.deltaTime * agent.Speed);\n        }\n    }\n\n    [CreateNodeMenu(\"PlaniloSamples/FSM/States/MoveToTarget\")]\n    public class MoveToTargetStateGraphNode : FiniteStateMachineStateGraphNode\n    {\n        protected override FiniteStateMachineState<T> ProtectedBuild<T>()\n        {\n            return new MoveToTargetState() as FiniteStateMachineState<T>;\n        }\n    }\n}"
  },
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    "content": "﻿fileFormatVersion: 2\nguid: 208d0805e7004efb8763b88ab70d028c\ntimeCreated: 1598360351"
  },
  {
    "path": "Samples~/Gatherer/Code/FSM/States/PickResourceStateGraphNode.cs",
    "content": "﻿using Planilo.FSM;\nusing Planilo.FSM.Builder;\nusing PlaniloSamples.Common;\nusing UnityEngine;\n\nnamespace PlaniloSamples.FSM\n{\n    public class PickResourceState : FiniteStateMachineState<Gatherer>\n    {\n        public override void OnTick(ref Gatherer agent)\n        {\n            if (Vector3.Distance(agent.Transform.position, agent.Resource.transform.position) <= agent.Reach)\n            {\n                agent.Resource.Pick();\n            }\n        }\n    }\n\n    [CreateNodeMenu(\"PlaniloSamples/FSM/States/PickResource\")]\n    public class PickResourceStateGraphNode : FiniteStateMachineStateGraphNode\n    {\n        protected override FiniteStateMachineState<T> ProtectedBuild<T>()\n        {\n            return new PickResourceState() as FiniteStateMachineState<T>;\n        }\n    }\n}"
  },
  {
    "path": "Samples~/Gatherer/Code/FSM/States/PickResourceStateGraphNode.cs.meta",
    "content": "﻿fileFormatVersion: 2\nguid: 78a48d9d87324eb3a78f60d0de091eb1\ntimeCreated: 1598360762"
  },
  {
    "path": "Samples~/Gatherer/Code/FSM/States/RestStateGraphNode.cs",
    "content": "﻿using Planilo.FSM;\nusing Planilo.FSM.Builder;\nusing PlaniloSamples.Common;\nusing UnityEngine;\n\nnamespace PlaniloSamples.FSM\n{\n    public class RestState : FiniteStateMachineState<Gatherer>\n    {\n        public override void OnEnter(ref Gatherer agent)\n        {\n            agent.LastRest = Time.time;\n        }\n\n        public override void OnTick(ref Gatherer agent) {}\n\n        public override void OnExit(ref Gatherer agent)\n        {\n            agent.LastRest = Time.time;\n        }\n    }\n\n    [CreateNodeMenu(\"PlaniloSamples/FSM/States/Rest\")]\n    public class RestStateGraphNode : FiniteStateMachineStateGraphNode\n    {\n        protected override FiniteStateMachineState<T> ProtectedBuild<T>()\n        {\n            return new RestState() as FiniteStateMachineState<T>;\n        }\n    }\n}"
  },
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    "path": "Samples~/Gatherer/Code/FSM/States/RestStateGraphNode.cs.meta",
    "content": "﻿fileFormatVersion: 2\nguid: 69099855ed1b4e2799e865896a2d588f\ntimeCreated: 1598460894"
  },
  {
    "path": "Samples~/Gatherer/Code/FSM/States/WaitStateGraphNode.cs",
    "content": "﻿using Planilo.FSM;\nusing Planilo.FSM.Builder;\nusing PlaniloSamples.Common;\n\nnamespace PlaniloSamples.FSM\n{\n    public class WaitState : FiniteStateMachineState<Gatherer>\n    {\n        public override void OnTick(ref Gatherer agent) {}\n    }\n\n    [CreateNodeMenu(\"PlaniloSamples/FSM/States/Wait\")]\n    public class WaitStateGraphNode : FiniteStateMachineStateGraphNode\n    {\n        protected override FiniteStateMachineState<T> ProtectedBuild<T>()\n        {\n            return new WaitState() as FiniteStateMachineState<T>;\n        }\n    }\n}"
  },
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    "content": "﻿fileFormatVersion: 2\nguid: b6af6373287a46bab01b6311c11fd8a9\ntimeCreated: 1598905433"
  },
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  },
  {
    "path": "Samples~/Gatherer/Code/FSM/Transitions/AlarmIsRaisedTransitionGraphNode.cs",
    "content": "﻿using System;\nusing Planilo.FSM;\nusing Planilo.FSM.Builder;\nusing PlaniloSamples.Common;\n\nnamespace PlaniloSamples.FSM\n{\n    public static class AlarmIsRaisedTransition\n    {\n        public static bool Condition(Gatherer agent)\n        {\n            return agent.World.Alarm;\n        }\n\n        public static bool InversedCondition(Gatherer agent)\n        {\n            return agent.World.Alarm == false;\n        }\n    }\n\n    [CreateNodeMenu(\"PlaniloSamples/FSM/Transitions/AlarmIsRaised\")]\n    public class AlarmIsRaisedTransitionGraphNode : FiniteStateMachineTransitionGraphNode\n    {\n        public bool Inversed;\n\n        public override FiniteStateMachineTransition<T> Build<T>(int targetIndex)\n        {\n            var transition = new FiniteStateMachineTransition<Gatherer>\n            {\n                Condition = Inversed ?\n                    (Func<Gatherer, bool>)AlarmIsRaisedTransition.InversedCondition : AlarmIsRaisedTransition.Condition,\n                TargetState = targetIndex\n            };\n            return transition as FiniteStateMachineTransition<T>;\n        }\n    }\n}"
  },
  {
    "path": "Samples~/Gatherer/Code/FSM/Transitions/AlarmIsRaisedTransitionGraphNode.cs.meta",
    "content": "﻿fileFormatVersion: 2\nguid: e93f9f373dc845a9b4e69d4a91592020\ntimeCreated: 1598904181"
  },
  {
    "path": "Samples~/Gatherer/Code/FSM/Transitions/FoundResourceTransitionGraphNode.cs",
    "content": "﻿using Planilo.FSM;\nusing Planilo.FSM.Builder;\nusing PlaniloSamples.Common;\nusing UnityEngine;\n\nnamespace PlaniloSamples.FSM\n{\n    public static class FoundResourceTransition\n    {\n        public static bool Condition(Gatherer agent)\n        {\n            return agent.Resource != null;\n        }\n    }\n\n    [CreateNodeMenu(\"PlaniloSamples/FSM/Transitions/FoundResource\")]\n    public class FoundResourceTransitionGraphNode : FiniteStateMachineTransitionGraphNode\n    {\n        public override FiniteStateMachineTransition<T> Build<T>(int targetIndex)\n        {\n            var transition = new FiniteStateMachineTransition<Gatherer>\n            {\n                Condition = FoundResourceTransition.Condition,\n                TargetState = targetIndex\n            };\n            return transition as FiniteStateMachineTransition<T>;\n        }\n    }\n}"
  },
  {
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  },
  {
    "path": "Samples~/Gatherer/Code/FSM/Transitions/HasRestedTransitionGraphNode.cs",
    "content": "﻿using Planilo.FSM;\nusing Planilo.FSM.Builder;\nusing PlaniloSamples.Common;\nusing UnityEngine;\n\nnamespace PlaniloSamples.FSM\n{\n    public static class HasRestedTransition\n    {\n        public static bool Condition(Gatherer agent)\n        {\n            return Time.time - agent.LastRest >= agent.RestTime;\n        }\n    }\n\n    [CreateNodeMenu(\"PlaniloSamples/FSM/Transitions/HasRested\")]\n    public class HasRestedTransitionGraphNode : FiniteStateMachineTransitionGraphNode\n    {\n        public override FiniteStateMachineTransition<T> Build<T>(int targetIndex)\n        {\n            var transition = new FiniteStateMachineTransition<Gatherer>\n            {\n                Condition = HasRestedTransition.Condition,\n                TargetState = targetIndex\n            };\n            return transition as FiniteStateMachineTransition<T>;\n        }\n    }\n}"
  },
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  {
    "path": "Samples~/Gatherer/Code/FSM/Transitions/NeedsRestTransitionGraphNode.cs",
    "content": "﻿using Planilo.FSM;\nusing Planilo.FSM.Builder;\nusing PlaniloSamples.Common;\nusing UnityEngine;\n\nnamespace PlaniloSamples.FSM\n{\n    public static class NeedsRestTransition\n    {\n        public static bool Condition(Gatherer agent)\n        {\n            return Time.time - agent.LastRest >= agent.WorkTime;\n        }\n    }\n\n    [CreateNodeMenu(\"PlaniloSamples/FSM/Transitions/NeedsRest\")]\n    public class NeedsRestTransitionGraphNode : FiniteStateMachineTransitionGraphNode\n    {\n        public override FiniteStateMachineTransition<T> Build<T>(int targetIndex)\n        {\n            var transition = new FiniteStateMachineTransition<Gatherer>\n            {\n                Condition = NeedsRestTransition.Condition,\n                TargetState = targetIndex\n            };\n            return transition as FiniteStateMachineTransition<T>;\n        }\n    }\n}"
  },
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  },
  {
    "path": "Samples~/Gatherer/Code/FSM/Transitions/ResourcePickedTransitionGraphNode.cs",
    "content": "﻿using Planilo.FSM;\nusing Planilo.FSM.Builder;\nusing PlaniloSamples.Common;\nusing UnityEngine;\n\nnamespace PlaniloSamples.FSM\n{\n    public static class ResourcePickedTransition\n    {\n        public static bool Condition(Gatherer agent)\n        {\n            return agent.Resource != null && agent.Resource.CarrierId == agent.Id;\n        }\n    }\n\n    [CreateNodeMenu(\"PlaniloSamples/FSM/Transitions/ResourcePicked\")]\n    public class ResourcePickedTransitionGraphNode : FiniteStateMachineTransitionGraphNode\n    {\n        public override FiniteStateMachineTransition<T> Build<T>(int targetIndex)\n        {\n            var transition = new FiniteStateMachineTransition<Gatherer>\n            {\n                Condition = ResourcePickedTransition.Condition,\n                TargetState = targetIndex\n            };\n            return transition as FiniteStateMachineTransition<T>;\n        }\n    }\n}"
  },
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  },
  {
    "path": "Samples~/Gatherer/Code/FSM/Transitions/ResourceUnavailableTransitionGraphNode.cs",
    "content": "﻿using Planilo.FSM;\nusing Planilo.FSM.Builder;\nusing PlaniloSamples.Common;\nusing UnityEngine;\n\nnamespace PlaniloSamples.FSM\n{\n    public static class ResourceUnavailableTransition\n    {\n        public static bool Condition(Gatherer agent)\n        {\n            return agent.Resource == null ||\n                Vector3.Distance(agent.Transform.position, agent.Target) > agent.Reach ||\n                (agent.Resource.CarrierId != 0 && agent.Resource.CarrierId != agent.Id);\n        }\n    }\n\n    [CreateNodeMenu(\"PlaniloSamples/FSM/Transitions/ResourceUnavailable\")]\n    public class ResourceUnavailableTransitionGraphNode : FiniteStateMachineTransitionGraphNode\n    {\n        public override FiniteStateMachineTransition<T> Build<T>(int targetIndex)\n        {\n            var transition = new FiniteStateMachineTransition<Gatherer>\n            {\n                Condition = ResourceUnavailableTransition.Condition,\n                TargetState = targetIndex\n            };\n            return transition as FiniteStateMachineTransition<T>;\n        }\n    }\n}"
  },
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  {
    "path": "Samples~/Gatherer/Code/FSM/Transitions/TargetReachedTransitionGraphNode.cs",
    "content": "﻿using Planilo.FSM;\nusing Planilo.FSM.Builder;\nusing PlaniloSamples.Common;\nusing UnityEngine;\n\nnamespace PlaniloSamples.FSM\n{\n    public static class TargetReachedTransition\n    {\n        public static bool Condition(Gatherer agent)\n        {\n            return Vector3.Distance(agent.Target, agent.Transform.position) <= agent.Reach;\n        }\n    }\n\n    [CreateNodeMenu(\"PlaniloSamples/FSM/Transitions/TargetReached\")]\n    public class TargetReachedTransitionGraphNode : FiniteStateMachineTransitionGraphNode\n    {\n        public override FiniteStateMachineTransition<T> Build<T>(int targetIndex)\n        {\n            var transition = new FiniteStateMachineTransition<Gatherer>\n            {\n                Condition = TargetReachedTransition.Condition,\n                TargetState = targetIndex\n            };\n            return transition as FiniteStateMachineTransition<T>;\n        }\n    }\n}"
  },
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