PlatformerGameKit.BehaviourTrees Namespace

Summary

A simple Behaviour Tree system.

Class Types

Class Summary
ActionNode A PlatformerGameKit.BehaviourTrees.LeafNode which invokes an System.Action.
BehaviourTreeUtilities Utility methods for PlatformerGameKit.BehaviourTrees.
ConditionNode An PlatformerGameKit.BehaviourTrees.IBehaviourNode that checks a boolean PlatformerGameKit.BehaviourTrees.ConditionNode.Condition without an option for PlatformerGameKit.BehaviourTrees.Result.Pending.
FaceAttacker A PlatformerGameKit.BehaviourTrees.LeafNode which causes the character to turn towards the attacker whenever they get hit.
FuncNode A PlatformerGameKit.BehaviourTrees.LeafNode which invokes a System.Func`1.
GroupNode An PlatformerGameKit.BehaviourTrees.IBehaviourNode which calls PlatformerGameKit.BehaviourTrees.IBehaviourNode.Execute on an array of PlatformerGameKit.BehaviourTrees.GroupNode.Children.
Ignore A PlatformerGameKit.BehaviourTrees.ModifierNode which executes its PlatformerGameKit.BehaviourTrees.ModifierNode.Child but ignores the PlatformerGameKit.BehaviourTrees.Result it gives to return a fixed PlatformerGameKit.BehaviourTrees.Ignore.Result instead.
Invert A PlatformerGameKit.BehaviourTrees.ModifierNode which executes its PlatformerGameKit.BehaviourTrees.ModifierNode.Child and returns the opposite of its PlatformerGameKit.BehaviourTrees.Result (using PlatformerGameKit.BehaviourTrees.BehaviourTreeUtilities.Invert(PlatformerGameKit.BehaviourTrees.Result)).
IsEnemyInFront A PlatformerGameKit.BehaviourTrees.ConditionNode which checks if an enemy is in front of the character.
IsGroundInFront A PlatformerGameKit.BehaviourTrees.ConditionNode which checks if there is ground in front of the character.
IsIdle A PlatformerGameKit.BehaviourTrees.ConditionNode which checks if the character is in their PlatformerGameKit.Characters.Character.Idle state.
IsWallInFront A PlatformerGameKit.BehaviourTrees.ConditionNode which checks if a wall is in front of the character.
LeafNode An PlatformerGameKit.BehaviourTrees.IBehaviourNode which executes some logic.
ModifierNode An PlatformerGameKit.BehaviourTrees.IBehaviourNode which calls PlatformerGameKit.BehaviourTrees.IBehaviourNode.Execute on a PlatformerGameKit.BehaviourTrees.ModifierNode.Child node and modifies its PlatformerGameKit.BehaviourTrees.Result.
Selector A PlatformerGameKit.BehaviourTrees.GroupNode which executes each child that returns PlatformerGameKit.BehaviourTrees.Result.Fail until one doesn't.
Sequence A PlatformerGameKit.BehaviourTrees.GroupNode which executes each child until one returns PlatformerGameKit.BehaviourTrees.Result.Fail.
SetMovementForward A PlatformerGameKit.BehaviourTrees.LeafNode which sets the PlatformerGameKit.Characters.Character.MovementDirection to match their PlatformerGameKit.Characters.CharacterAnimancerComponent.Facing.
SetMovementSine A PlatformerGameKit.BehaviourTrees.LeafNode which sets the PlatformerGameKit.Characters.Character.MovementDirectionY to cause them to fly up and down in a sine wave.
TrySetState A PlatformerGameKit.BehaviourTrees.LeafNode which calls Animancer.FSM.StateMachine`1.TrySetState(`0).
TurnAround A PlatformerGameKit.BehaviourTrees.LeafNode which inverts the PlatformerGameKit.Characters.Character.MovementDirectionX.
UnityEventNode A PlatformerGameKit.BehaviourTrees.LeafNode which invokes a UnityEngine.Events.UnityEvent.
Wait A PlatformerGameKit.BehaviourTrees.LeafNode which waits for a specific amount of time before returning PlatformerGameKit.BehaviourTrees.Result.Pass.

Interface Types

Interface Summary
IBehaviourNode A node in a Behaviour Tree.

Enum Types

Enum Summary
Result A trinary value: PlatformerGameKit.BehaviourTrees.Result.Pending, PlatformerGameKit.BehaviourTrees.Result.Pass, or PlatformerGameKit.BehaviourTrees.Result.Fail.