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 .
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FaceAttacker |
A PlatformerGameKit.BehaviourTrees.LeafNode which causes the character to turn towards the attacker whenever they get hit.
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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 .
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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.
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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) ).
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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.
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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 .
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Selector |
A PlatformerGameKit.BehaviourTrees.GroupNode which executes each child that returns PlatformerGameKit.BehaviourTrees.Result.Fail until one doesn't.
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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 .
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SetMovementSine |
A PlatformerGameKit.BehaviourTrees.LeafNode which sets the PlatformerGameKit.Characters.Character.MovementDirectionY to cause them to fly up and
down in a sine wave.
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TrySetState |
A PlatformerGameKit.BehaviourTrees.LeafNode which calls Animancer.FSM.StateMachine`1.TrySetState(`0) .
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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 .
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