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    Class BehaviorTreeMoveToNode

    Moves an actor to the specific target location. Uses pathfinding on navmesh.

    Inheritance
    Object
    ScriptingObject
    SerializableScriptingObject
    BehaviorTreeNode
    BehaviorTreeMoveToNode
    Inherited Members
    BehaviorTreeNode::_executionIndex
    ScriptingObject::_gcHandle
    ScriptingObject::_id
    BehaviorTreeNode::_memoryOffset
    BehaviorTreeNode::_parent
    ScriptingObject::_type
    BehaviorTreeNode::BecomeIrrelevant(const BehaviorUpdateContext& context)
    BehaviorTreeNode::BecomeRelevant(const BehaviorUpdateContext& context)
    ScriptingObject::CanCast(const ScriptingTypeHandle& from, const ScriptingTypeHandle& to)
    ScriptingObject::CanCast(const MClass* from, const MClass* to)
    ScriptingObject::Cast(ScriptingObject* obj)
    ScriptingObject::ChangeID(const Guid& newId)
    ScriptingObject::CreateManaged()
    ScriptingObject::CreateManagedInternal()
    ScriptingObject::Deleted
    Object::DeleteObject(float timeToLive = 0.0f, bool useGameTime=false)
    Object::DeleteObjectNow()
    BehaviorTreeNode::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)
    ISerializable::DeserializeIfExists(DeserializeStream& stream, const char* memberName, ISerializeModifier* modifier)
    BehaviorTreeMoveToNode
    ScriptingObject::DestroyManaged()
    Object::Flags
    ScriptingObject::FromInterface(void* interfaceObj, const ScriptingTypeHandle& interfaceType)
    ScriptingObject::FromInterface(T* interfaceObj)
    ScriptingObject::GetClass()
    ScriptingObject::GetID()
    ScriptingObject::GetManagedInstance()
    ScriptingObject::GetOrCreateManagedInstance()
    BehaviorTreeNode::GetState(void* memory)
    ScriptingObject::GetType()
    ScriptingObject::GetTypeHandle()
    ScriptingObject::HasManagedInstance()
    BehaviorTreeNode::Init(BehaviorTree* tree)
    BehaviorTreeNode::InvokeUpdate(const BehaviorUpdateContext& context)
    ScriptingObject::Is(const ScriptingTypeHandle& type)
    ScriptingObject::Is(const MClass* type)
    ScriptingObject::Is()
    ScriptingObject::IsRegistered()
    BehaviorTreeNode::Name
    ScriptingObject::NewObject(const ScriptingTypeHandle& typeHandle)
    ScriptingObject::NewObject()
    ScriptingObject::OnDeleteObject()
    ScriptingObject::OnManagedInstanceDeleted()
    ScriptingObject::OnScriptingDispose()
    ScriptingObject::RegisterObject()
    ScriptingObject::ScriptingObject(const SpawnParams& params)
    BehaviorTreeNode::Serialize(SerializeStream& stream, const void* otherObj)
    BehaviorTreeMoveToNode
    BehaviorTreeMoveToNode
    ScriptingObject::SetManagedInstance(MObject* instance)
    BehaviorTreeMoveToNode
    ScriptingObject::ToInterface(ScriptingObject* obj, const ScriptingTypeHandle& interfaceType)
    ScriptingObject::ToInterface(ScriptingObject* obj)
    ScriptingObject::ToManaged(const ScriptingObject* obj)
    ScriptingObject::ToNative(MObject* obj)
    ScriptingObject::ToString()
    ScriptingObject::UnregisterObject()
    ISerializable::~ISerializable()
    Object::~Object()
    ScriptingObject::~ScriptingObject()
    Assembly: FlaxEngine.dll
    File: Engine/AI/BehaviorTreeNodes.h
    Syntax
    public class BehaviorTreeMoveToNode : public BehaviorTreeNode

    Methods

    GetAgentSize(Actor* agent, float& outRadius, float& outHeight)

    Declaration
    public virtual void GetAgentSize(Actor* agent, float& outRadius, float& outHeight) const
    Parameters
    Actor agent

    float outRadius

    float outHeight

    GetDebugInfo(const BehaviorUpdateContext& context)

    Gets the node debug state text (multiline). Used in Editor-only to display nodes state. Can be called without valid Behavior/Knowledge/Memory to display default debug info (eg. node properties).

    Declaration
    public virtual String GetDebugInfo(const BehaviorUpdateContext& context) const override
    Parameters
    BehaviorUpdateContext context

    Behavior context data.

    Returns
    String

    Debug info text (multiline).

    Overrides
    BehaviorTreeNode::GetDebugInfo(const BehaviorUpdateContext& context)

    GetNavMesh(Actor* agent)

    Declaration
    public virtual NavMeshRuntime* GetNavMesh(Actor* agent) const
    Parameters
    Actor agent

    Returns
    NavMeshRuntime

    GetStateSize()

    Gets the node instance state size. A chunk of the valid memory is passed via InitState to setup that memory chunk (one per-behavior).

    Declaration
    public virtual int32 GetStateSize() const override
    Returns
    int32

    Overrides
    BehaviorTreeNode::GetStateSize()

    InitState(const BehaviorUpdateContext& context)

    Initializes node instance state. Called when starting logic simulation for a given behavior. Call constructor of the state container.

    Declaration
    public virtual void InitState(const BehaviorUpdateContext& context) override
    Parameters
    BehaviorUpdateContext context

    Behavior update context data.

    Overrides
    BehaviorTreeNode::InitState(const BehaviorUpdateContext& context)

    Move(Actor* agent, const Vector3& move)

    Declaration
    public virtual bool Move(Actor* agent, const Vector3& move) const
    Parameters
    Actor agent

    Vector3 move

    Returns
    bool

    ReleaseState(const BehaviorUpdateContext& context)

    Cleanups node instance state. Called when stopping logic simulation for a given behavior. Call destructor of the state container.

    Declaration
    public virtual void ReleaseState(const BehaviorUpdateContext& context) override
    Parameters
    BehaviorUpdateContext context

    Behavior update context data.

    Overrides
    BehaviorTreeNode::ReleaseState(const BehaviorUpdateContext& context)

    Update(const BehaviorUpdateContext& context)

    Updates node logic.

    Declaration
    public virtual BehaviorUpdateResult Update(const BehaviorUpdateContext& context) override
    Parameters
    BehaviorUpdateContext context

    Behavior update context data.

    Returns
    BehaviorUpdateResult

    Operation result enum.

    Overrides
    BehaviorTreeNode::Update(const BehaviorUpdateContext& context)
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