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    Class BehaviorTreeSequenceNode

    Sequence node updates all its children (from left to right) as long as they return success. If any child fails, the sequence is failed.

    Inheritance
    Object
    ScriptingObject
    SerializableScriptingObject
    BehaviorTreeNode
    BehaviorTreeCompoundNode
    BehaviorTreeSequenceNode
    Inherited Members
    BehaviorTreeNode::_executionIndex
    ScriptingObject::_gcHandle
    ScriptingObject::_id
    BehaviorTreeNode::_memoryOffset
    BehaviorTreeNode::_parent
    ScriptingObject::_type
    BehaviorTreeCompoundNode::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)
    BehaviorTreeSequenceNode
    ScriptingObject::DestroyManaged()
    Object::Flags
    ScriptingObject::FromInterface(void* interfaceObj, const ScriptingTypeHandle& interfaceType)
    ScriptingObject::FromInterface(T* interfaceObj)
    ScriptingObject::GetClass()
    BehaviorTreeNode::GetDebugInfo(const BehaviorUpdateContext& context)
    ScriptingObject::GetID()
    ScriptingObject::GetManagedInstance()
    ScriptingObject::GetOrCreateManagedInstance()
    BehaviorTreeNode::GetState(void* memory)
    ScriptingObject::GetType()
    ScriptingObject::GetTypeHandle()
    ScriptingObject::HasManagedInstance()
    BehaviorTreeCompoundNode::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()
    BehaviorTreeNode::ReleaseState(const BehaviorUpdateContext& context)
    ScriptingObject::ScriptingObject(const SpawnParams& params)
    BehaviorTreeNode::Serialize(SerializeStream& stream, const void* otherObj)
    BehaviorTreeSequenceNode
    BehaviorTreeSequenceNode
    ScriptingObject::SetManagedInstance(MObject* instance)
    BehaviorTreeSequenceNode
    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 BehaviorTreeSequenceNode : public BehaviorTreeCompoundNode

    Methods

    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)

    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
    BehaviorTreeCompoundNode::Update(const BehaviorUpdateContext& context)
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