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
BehaviorTreeSequenceNode
Inherited Members
BehaviorTreeSequenceNode
BehaviorTreeSequenceNode
BehaviorTreeSequenceNode
BehaviorTreeSequenceNode
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
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
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. |