Class Behavior
Behavior instance script that runs Behavior Tree execution.
Inherited Members
Assembly: FlaxEngine.dll
File: Engine/AI/Behavior.h
Syntax
public class Behavior : public Script
Fields
AutoStart
If checked, auto starts the logic on begin play.
Declaration
public bool AutoStart = true
Field Value
bool
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Finished
Event called when behavior tree execution ends with a result.
Declaration
public Action Finished
Field Value
Action
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Tree
Behavior Tree asset to use for logic execution.
Declaration
public AssetReference<BehaviorTree> Tree
Field Value
AssetReference<BehaviorTree>
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UpdateRateScale
The behavior logic update rate scale (multiplies the UpdateFPS defined in Behavior Tree root node). Can be used to improve performance via LOD to reduce updates frequency (eg. by 0.5) for behaviors far from player.
Declaration
public float UpdateRateScale = 1.0f
Field Value
float
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Methods
GetKnowledge()
Gets the current behavior knowledge instance. Empty if not started.
Declaration
public BehaviorKnowledge* GetKnowledge()
Returns
BehaviorKnowledge
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GetResult()
Gets the last behavior tree execution result.
Declaration
public BehaviorUpdateResult GetResult() const
Returns
BehaviorUpdateResult
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OnDisable()
Called when object becomes disabled and inactive.
Declaration
public virtual void OnDisable() override
Overrides
OnEnable()
Called when object becomes enabled and active.
Declaration
public virtual void OnEnable() override
Overrides
ResetLogic()
Resets the behavior logic by clearing knowledge (clears blackboard and removes goals) and resetting execution state (goes back to root).
Declaration
public void ResetLogic()
StartLogic()
Starts the logic.
Declaration
public void StartLogic()
StopLogic(BehaviorUpdateResult result=BehaviorUpdateResult::Success)
Stops the logic.
Declaration
public void StopLogic(BehaviorUpdateResult result=BehaviorUpdateResult::Success)
Parameters
BehaviorUpdateResult
result
The logic result. |