Namespace AI Module
Classes
BehaviorTreeTimeLimitDecorator Limits maximum duration of the node execution time (in seconds). Node will fail if it runs out of time. |
Sub-tree node runs a nested Behavior Tree within this tree. |
Sequence node updates all its children (from left to right) as long as they return success. If any child fails, the sequence is failed. |
Selector node updates all its children (from left to right) until one of them succeeds. If all children fail, the selector fails. |
Root node of the behavior tree. Contains logic properties and definitions for the runtime. |
Base class for Behavior Tree nodes. |
Moves an actor to the specific target location. Uses pathfinding on navmesh. |
Loops node execution multiple times as long as it doesn't fail. Returns the last iteration result. |
BehaviorTreeKnowledgeValuesConditionalDecorator Checks certain knowledge value to conditionally enter the node. |
BehaviorTreeKnowledgeConditionalDecorator Checks certain knowledge value to conditionally enter the node. |
BehaviorTreeKnowledgeBooleanDecorator Checks certain knowledge value to conditionally enter the node if the value is set (eg. not-null object reference or boolean value). |
Inverts node's result - fails if node succeeded or succeeds if node failed. |
Checks if certain actor (from knowledge) has a given tag assigned. |
Checks if certain goal has been added to Behavior knowledge. |
Behavior Tree graph node. |
Behavior Tree graph. |
BehaviorTreeForceSuccessDecorator Forces node to success - even if it failed. |
Forces behavior execution end with a specific result (eg. force fail). |
BehaviorTreeForceFailedDecorator Forces node to fail - even if it succeeded. |
Behavior Tree graph executor runtime. |
Delay node that waits a specific amount of time while executed. |
Base class for Behavior Tree node decorators. Decorators can implement conditional filtering or override node logic and execution flow. |
Adds cooldown in between node executions. Blocks node execution for a given duration after last run. |
Base class for compound Behavior Tree nodes that composite child nodes. |
Behavior Tree asset with AI logic graph. |
Behavior logic component knowledge data container. Contains blackboard values, sensors data and goals storage for Behavior Tree execution. |
Behavior instance script that runs Behavior Tree execution. |
Structs
Behavior update context state. |
Behavior knowledge value selector that can reference blackboard item, behavior goal or sensor values. |
Behavior knowledge value selector that can reference blackboard item, behavior goal or sensor values. |
Enums
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