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    Class BehaviorTreeDecorator

    Base class for Behavior Tree node decorators. Decorators can implement conditional filtering or override node logic and execution flow.

    Inheritance
    System.Object
    Object
    SerializableScriptingObject
    BehaviorTreeNode
    BehaviorTreeDecorator
    BehaviorTreeCooldownDecorator
    BehaviorTreeForceFailedDecorator
    BehaviorTreeForceSuccessDecorator
    BehaviorTreeHasGoalDecorator
    BehaviorTreeHasTagDecorator
    BehaviorTreeInvertDecorator
    BehaviorTreeKnowledgeBooleanDecorator
    BehaviorTreeKnowledgeConditionalDecorator
    BehaviorTreeKnowledgeValuesConditionalDecorator
    BehaviorTreeLoopDecorator
    BehaviorTreeTimeLimitDecorator
    Implements
    ISerializable
    Inherited Members
    BehaviorTreeNode.Init(BehaviorTree)
    BehaviorTreeNode.GetStateSize()
    BehaviorTreeNode.InitState(BehaviorUpdateContext)
    BehaviorTreeNode.ReleaseState(BehaviorUpdateContext)
    BehaviorTreeNode.Update(BehaviorUpdateContext)
    BehaviorTreeNode.GetDebugInfo(BehaviorUpdateContext)
    BehaviorTreeNode.GetStateSize<T>()
    BehaviorTreeNode.NewState(IntPtr, Object)
    BehaviorTreeNode.GetState<T>(IntPtr)
    BehaviorTreeNode.FreeState(IntPtr)
    BehaviorTreeNode._memoryOffset
    BehaviorTreeNode._executionIndex
    BehaviorTreeNode._parent
    BehaviorTreeNode.Name
    Object.__unmanagedPtr
    Object.__internalId
    Object.Finalize()
    Object.As<T>()
    Object.NewValue(Type)
    Object.New(String)
    Object.Find<T>(Guid, Boolean)
    Object.Find(Guid, Type, Boolean)
    Object.TryFind<T>(Guid)
    Object.TryFind(Guid, Type)
    Object.Destroy(Object, Single)
    Object.DestroyNow(Object)
    Object.Destroy<T>(T, Single)
    Object.Equals(Object)
    Object.GetUnmanagedPtr(Object)
    Object.GetUnmanagedInterface(Object, Type)
    Object.FromUnmanagedPtr(IntPtr)
    Object.MapObjectID(Guid)
    Object.RemapObjectID(Guid)
    Object.GetHashCode()
    Object.ID
    Object.TypeName
    Namespace: FlaxEngine
    Assembly: FlaxEngine.CSharp.dll
    Syntax
    [Unmanaged]
    public abstract class BehaviorTreeDecorator : BehaviorTreeNode, ISerializable

    Constructors

    BehaviorTreeDecorator()

    Initializes a new instance of the BehaviorTreeDecorator.

    Declaration
    protected BehaviorTreeDecorator()

    Methods

    CanUpdate(BehaviorUpdateContext)

    Checks if the node can be updated (eg. decorator can block it depending on the gameplay conditions or its state).

    Declaration
    [Unmanaged]
    public virtual bool CanUpdate(BehaviorUpdateContext context)
    Parameters
    BehaviorUpdateContext context

    Behavior update context data.

    Returns
    System.Boolean

    True if can update, otherwise false to block it.

    PostUpdate(BehaviorUpdateContext, ref BehaviorUpdateResult)

    Called after node update to post-process result or perform additional action.

    Declaration
    [Unmanaged]
    public virtual void PostUpdate(BehaviorUpdateContext context, ref BehaviorUpdateResult result)
    Parameters
    BehaviorUpdateContext context

    Behavior update context data.

    BehaviorUpdateResult result

    The node update result. Can be modified by the decorator (eg. to force success).

    Extension Methods

    Extensions.ReflectiveCompare<T>(T, T)
    Extensions.RawClone<T>(T)
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