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@@ -39,8 +39,8 @@ When creating trees you'll need to store them in a variable to properly cache al
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```C#
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usingUnityEngine;
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usingAdnc.FluidBT.Tasks;
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usingAdnc.FluidBT.Trees;
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usingCleverCrow.Fluid.BTs.Tasks;
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usingCleverCrow.Fluid.BTs.Trees;
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publicclassMyCustomAi : MonoBehaviour {
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privateBehaviorTree_tree;
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Be warned that spliced trees require a newly built tree for injection, as nodes are only deep copied on `.Build()`.
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```C#
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usingAdnc.FluidBT.Trees;
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usingAdnc.FluidBT.Tasks;
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usingCleverCrow.Fluid.BTs.Trees;
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usingCleverCrow.Fluid.BTs.Tasks;
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usingUnityEngine;
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publicclassMyCustomAi : MonoBehaviour {
@@ -348,8 +348,8 @@ var tree = new BehaviorTreeBuilder(gameObject)
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It should take about 3 minutes to create your first custom action and implement it. First create a new action.
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```C#
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usingAdnc.FluidBT.Tasks;
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usingAdnc.FluidBT.Tasks.Actions;
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usingCleverCrow.Fluid.BTs.Tasks;
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usingCleverCrow.Fluid.BTs.Tasks.Actions;
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usingUnityEngine;
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usingUnityEngine.AI;
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@@ -371,7 +371,7 @@ public class AgentDestination : ActionBase {
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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).
@@ -520,8 +520,8 @@ public static class BehaviorTreeBuilderExtensions {
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Decorators can also be custom written to cut down on repetitive code.
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```C#
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usingAdnc.FluidBT.Decorators;
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usingAdnc.FluidBT.Tasks;
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usingCleverCrow.Fluid.BTs.Decorators;
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usingCleverCrow.Fluid.BTs.Tasks;
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publicclassCustomInverter : DecoratorBase {
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protectedoverrideTaskStatusOnUpdate () {
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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()`.
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