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LeafNode.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace BeeTree {
public abstract class LeafNode : Node
{
public override bool TickEnabled
{
get { return true; }
}
public override string Id
{
get { return "LeafNode"; }
}
public override bool CanHaveChildren
{
get { return false; }
}
public override int MaxChildren => 0;
public override Node GetNextChild()
{
Debug.LogError("LeafNode.GetNextChild: Cannot get next child of leaf node. Leaf nodes have no children.");
return null;
}
public override bool CanAddChild(Node child)
{
return false;
}
public override bool AddChild(Node child)
{
Debug.LogError("LeafNode.AddChild: Cannot add child to leaf node: " + Id);
return false;
}
public override bool RemoveChild(Node child)
{
Debug.LogError("LeafNode.RemoveChild: Cannot remove child from leaf node. Leaf nodes have no children: " + Id);
return false;
}
}
}