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    Class BehaviorTreeLoopDecorator

    Loops node execution multiple times as long as it doesn't fail. Returns the last iteration result.

    Inheritance
    System.Object
    Object
    SerializableScriptingObject
    BehaviorTreeNode
    BehaviorTreeDecorator
    BehaviorTreeLoopDecorator
    Implements
    ISerializable
    Inherited Members
    BehaviorTreeDecorator.CanUpdate(BehaviorUpdateContext)
    BehaviorTreeDecorator.PostUpdate(BehaviorUpdateContext, BehaviorUpdateResult)
    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 sealed class BehaviorTreeLoopDecorator : BehaviorTreeDecorator, ISerializable

    Constructors

    BehaviorTreeLoopDecorator()

    Initializes a new instance of the BehaviorTreeLoopDecorator.

    Declaration
    public BehaviorTreeLoopDecorator()

    Properties

    InfiniteLoop

    Is the loop infinite (until failed)?

    Declaration
    [EditorOrder(10)]
    [Unmanaged]
    public bool InfiniteLoop { get; set; }
    Property Value
    System.Boolean

    LoopCount

    Amount of times to execute the node. Unused if LoopCountSelector is used or if InfiniteLoop is used.

    Declaration
    [EditorOrder(20)]
    [Limit(0F, 3.40282347E+38F, 1F)]
    [VisibleIf("InfiniteLoop", true)]
    [Unmanaged]
    public int LoopCount { get; set; }
    Property Value
    System.Int32

    LoopCountSelector

    Amount of times to execute the node from behavior's knowledge (blackboard, goal or sensor). If set, overrides LoopCount. Unused if InfiniteLoop is used.

    Declaration
    [EditorOrder(30)]
    [VisibleIf("InfiniteLoop", true)]
    [Unmanaged]
    public BehaviorKnowledgeSelector<int> LoopCountSelector { get; set; }
    Property Value
    BehaviorKnowledgeSelector<System.Int32>

    Extension Methods

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