Skip to content

Commit 9e811ea

Browse files
committed
docs(namespace): updated README.md to reflect new namespace
1 parent 073c1e9 commit 9e811ea

File tree

1 file changed

+18
-18
lines changed

1 file changed

+18
-18
lines changed

README.md

Lines changed: 18 additions & 18 deletions
Original file line numberDiff line numberDiff line change
@@ -39,8 +39,8 @@ When creating trees you'll need to store them in a variable to properly cache al
3939

4040
```C#
4141
using UnityEngine;
42-
using Adnc.FluidBT.Tasks;
43-
using Adnc.FluidBT.Trees;
42+
using CleverCrow.Fluid.BTs.Tasks;
43+
using CleverCrow.Fluid.BTs.Trees;
4444

4545
public class MyCustomAi : MonoBehaviour {
4646
private BehaviorTree _tree;
@@ -295,8 +295,8 @@ nodes for complex functionality such as searching or attacking.
295295
Be warned that spliced trees require a newly built tree for injection, as nodes are only deep copied on `.Build()`.
296296

297297
```C#
298-
using Adnc.FluidBT.Trees;
299-
using Adnc.FluidBT.Tasks;
298+
using CleverCrow.Fluid.BTs.Trees;
299+
using CleverCrow.Fluid.BTs.Tasks;
300300
using UnityEngine;
301301

302302
public class MyCustomAi : MonoBehaviour {
@@ -348,8 +348,8 @@ var tree = new BehaviorTreeBuilder(gameObject)
348348
It should take about 3 minutes to create your first custom action and implement it. First create a new action.
349349

350350
```C#
351-
using Adnc.FluidBT.Tasks;
352-
using Adnc.FluidBT.Tasks.Actions;
351+
using CleverCrow.Fluid.BTs.Tasks;
352+
using CleverCrow.Fluid.BTs.Tasks.Actions;
353353
using UnityEngine;
354354
using UnityEngine.AI;
355355

@@ -371,7 +371,7 @@ public class AgentDestination : ActionBase {
371371
Next we need to extend the `BehaviorTreeBuilder` script with our new AgentDestination action. For more information on C# class extensions see the [official docs](https://docs.microsoft.com/en-us/dotnet/csharp/programming-guide/classes-and-structs/extension-methods).
372372

373373
```C#
374-
using Adnc.FluidBT.Trees;
374+
using CleverCrow.Fluid.BTs.Trees;
375375

376376
public static class BehaviorTreeBuilderExtensions {
377377
public static BehaviorTreeBuilder AgentDestination (this BehaviorTreeBuilder builder, string name, Transform target) {
@@ -392,8 +392,8 @@ that you're using constantly.
392392

393393
```C#
394394
using UnityEngine;
395-
using Adnc.FluidBT.Tasks;
396-
using Adnc.FluidBT.Tasks.Actions;
395+
using CleverCrow.Fluid.BTs.Tasks;
396+
using CleverCrow.Fluid.BTs.Tasks.Actions;
397397

398398
public class CustomAction : ActionBase {
399399
// Triggers only the first time this node is run (great for caching data)
@@ -420,7 +420,7 @@ public class CustomAction : ActionBase {
420420
Add your new node to an extension.
421421

422422
```c#
423-
using Adnc.FluidBT.Trees;
423+
using CleverCrow.Fluid.BTs.Trees;
424424

425425
public static class BehaviorTreeBuilderExtensions {
426426
public static BehaviorTreeBuilder CustomAction (this BehaviorTreeBuilder builder, string name = "My Action") {
@@ -438,7 +438,7 @@ if the AI can move to a location, and other tasks that require a complex check.
438438

439439
```C#
440440
using UnityEngine;
441-
using Adnc.FluidBT.Tasks;
441+
using CleverCrow.Fluid.BTs.Tasks;
442442

443443
public class CustomCondition : ConditionBase {
444444
// Triggers only the first time this node is run (great for caching data)
@@ -465,7 +465,7 @@ public class CustomCondition : ConditionBase {
465465
Add the new condition to your behavior tree builder with the following snippet.
466466

467467
```c#
468-
using Adnc.FluidBT.Trees;
468+
using CleverCrow.Fluid.BTs.Trees;
469469

470470
public static class BehaviorTreeBuilderExtensions {
471471
public static BehaviorTreeBuilder CustomCondition (this BehaviorTreeBuilder builder, string name = "My Condition") {
@@ -482,8 +482,8 @@ Fluid Behavior Tree isn't limited to just custom actions and conditions. You can
482482
simple API. Here is an example of a basic sequence.
483483

484484
```C#
485-
using Adnc.FluidBT.TaskParents.Composites;
486-
using Adnc.FluidBT.Tasks;
485+
using CleverCrow.Fluid.BTs.TaskParents.Composites;
486+
using CleverCrow.Fluid.BTs.Tasks;
487487

488488
public class CustomSequence : CompositeBase {
489489
protected override TaskStatus OnUpdate () {
@@ -506,7 +506,7 @@ public class CustomSequence : CompositeBase {
506506
Adding custom composites to your behavior tree is just as simple as adding actions. Just takes one line of code.
507507

508508
```c#
509-
using Adnc.FluidBT.Trees;
509+
using CleverCrow.Fluid.BTs.Trees;
510510

511511
public static class BehaviorTreeBuilderExtensions {
512512
public static BehaviorTreeBuilder CustomSequence (this BehaviorTreeBuilder builder, string name = "My Sequence") {
@@ -520,8 +520,8 @@ public static class BehaviorTreeBuilderExtensions {
520520
Decorators can also be custom written to cut down on repetitive code.
521521

522522
```C#
523-
using Adnc.FluidBT.Decorators;
524-
using Adnc.FluidBT.Tasks;
523+
using CleverCrow.Fluid.BTs.Decorators;
524+
using CleverCrow.Fluid.BTs.Tasks;
525525

526526
public class CustomInverter : DecoratorBase {
527527
protected override TaskStatus OnUpdate () {
@@ -549,7 +549,7 @@ public class CustomInverter : DecoratorBase {
549549
Implementing decorators is similar to composites. If you need to set arguments on the composite you'll want to take a loot at the method `BehaviorTreeBuilder.AddNodeWithPointer()`.
550550

551551
```c#
552-
using Adnc.FluidBT.Trees;
552+
using CleverCrow.Fluid.BTs.Trees;
553553

554554
public static class BehaviorTreeBuilderExtensions {
555555
public static BehaviorTreeBuilder CustomInverter (this BehaviorTreeBuilder builder, string name = "My Inverter") {

0 commit comments

Comments
 (0)