If you are working on a game made with Corgi Engine, chances are you are going to create new AI Decisions and AI Actions: the AI Brain Graph is completely extensible, so you can create your own nodes.
Basically, each node acts as a component generator for the corresponding action or decision, so you'll just have to pass the correct attributes.
To create your own action nodes, you will have to extend the AIActionNode class and override a single method, called AddActionComponent: this component returns an instance of the Corgi AIAction you want to add with this node.
As an example, please take a look at the AIActionJumpNode that corresponds to the AIActionJump for the Corgi Engine:
Please note the [CreateNodeMenu("AI/Action/Jump")]
that adds this node to the graph contextual menu.
To create your own decision nodes, you will have to extend the AIDecisionNode class and override a single method, called AddDecisionComponent: this component returns an instance of the Corgi (or TopDown Engine) AIDecision you want to add with this node.
As an example, please take a look at the AIDecisionHitNode that corresponds to the AIDecisionHit :
Please note the [CreateNodeMenu("AI/Decision/Hit")]
that adds this node to the graph contextual menu.