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Behavior AI
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Presenting a new approach to writing behavior-tree-like AI logic, using nestable coroutines analogous to behavior nodes.

Also included: simple object, and GameObject pooling solutions, and a Signals implementation of the Observable pattern as a type-safe event system, with an example scene and an in-depth manual.

Aims to be a simple, hackable and to-the-point prototyping bootstrap solution for your projects.

How it works:
- you write IEnumerable<Routine> return-typed coroutines
- which yield special Routine instructions (or nulls) between blocks of regular coroutine code
- you "invoke" child nodes using various (Routine).Run(...); -like calls
- you only need to tick the Update() function of the root node (a Routine) yourself

- a dynamic "behavior tree", with a current "active branch" will be automatically maintained trough yielding, in the background (with additional pooling and reusing of nodes for efficiency)
- use the Unity Profiler to visualize the dynamic behavior tree

Proto* framework

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