Classes |
class | BTActionNode |
| BTActionNode is the behavior leaf node representing an atomic action. More...
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class | BTConditionNode |
| BTConditionNode is a behavior tree leaf node that evaluates a conditional expression to either true or false. A true evaluation will return an ActionResult of SUCCESS. A false evaluation will return an ActionResult of FAILURE. More complex computational evaluations must be coded as BTActionNodes. More...
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class | BTDecoratorNode |
| DecoratorNode is the abstract base class for behavior tree nodes that are intended as passthrough decorators that proxy for their child but add some intermediate functionality. More...
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class | BTIteratorNode |
| BehaviorTree iterator node. Iteration is initialized based on a count initializer expression, which may contain variables. More...
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class | BTLastStateNode |
| BTLastStateNode is a BTDecoratorNode used to record the last state of the decorated node. This is used by the BTParallelNode to keep track of how child nodes should be processed based on their prior results. More...
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class | BTLoader |
| An xml file loader for AI behavior tree definitions. More...
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class | BTNode |
| BTNode is the abstract base class for all behavior tree nodes. BTNode is an Action, so all BTNodes conform to the standard Start(), Execute(), Stop() protocol and return ActionResults. More...
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class | BTParallelNode |
| BTParallelNode is a behavior tree node for allowing child nodes to operate in parallel. Since Unity runs behavior single threaded, nodes are processed in priority order (pre-sorted). However, at each Execute step all active children are given an opportunity to execute even if higher priority nodes fail. More...
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class | BTPrimitiveAction |
| BTMovePrimitive is the behavior leaf node representing a move action primitive. More...
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class | BTRandomNode |
| BTRandomNode executes a single node from a set of nodes, choosing the node to execute at random. More...
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class | BTRepeater |
| BTRepeater is a BTDecoratorNode used to cause another node to repeat until some return state is achieved. More...
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class | BTSelectorNode |
| BTSelectorNode chooses one of a set of options. The child list order is assumed to be prioritized, so that children can be evaluated in order. More...
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class | BTSequencerNode |
| BTSequencerNode executes a series of nodes. The child list order is assumed to be prioritized, so that children can be executed in order. More...
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class | BTTimerNode |
| BTTimerNode waits and returns RUNNING until the timer expires, then returns SUCCESS. BTTimerNode never returns FAILURE. More...
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class | BTYieldNode |
| BTBreakNode is used to break execution of a behavior tree for improving performance and causing execution to pause and resume next frame. More...
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