root/src/BRAINSFramework/Behaviors/IBehavior.cs

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    {
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    {
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        Agent Owner { get; }
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        Agent Owner { get; }
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        BehaviorState State { get; set; }
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        BehaviorState State { get; set; }
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        BehaviorList<IBehavior> SubBehaviors { get; set; }
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        int CurrentSubBehavior { get; set; }
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        void SetOwner(Agent owner);
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        void SetOwner(Agent owner);
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        void Update(GameTime gameTime);
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        void Update(GameTime gameTime);
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        void OnSuccess();
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        void OnSuccess();
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        void OnFailure();
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        void OnFailure();
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        void OnSubBehaviorSuccess();
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        void OnSubBehaviorFailure();
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        void Reset();
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        void Reset();
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    }
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    }
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}
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}