Summary
An
PlatformerGameKit.BehaviourTrees.IBehaviourNode
that checks a boolean PlatformerGameKit.BehaviourTrees.ConditionNode.Condition
without an option for
PlatformerGameKit.BehaviourTrees.Result.Pending
.
- Assembly
- PlatformerGameKit
.dll - Namespace
- PlatformerGameKit
.BehaviourTrees - Interfaces
-
- IBehaviourNode
- IPolymorphic
- Base Types
-
- Object
- Derived Types
graph BT
Type-->Base0["Object"]
Type-.->Interface0["IBehaviourNode"]
click Interface0 "/platformer/api/PlatformerGameKit.BehaviourTrees/IBehaviourNode"
Type-.->Interface1["IPolymorphic"]
Type["ConditionNode"]
class Type type-node
Derived0["IsIdle"]-->Type
click Derived0 "/platformer/api/PlatformerGameKit.BehaviourTrees/IsIdle"
Derived1["IsWallInFront"]-->Type
click Derived1 "/platformer/api/PlatformerGameKit.BehaviourTrees/IsWallInFront"
Derived2["IsGroundInFront"]-->Type
click Derived2 "/platformer/api/PlatformerGameKit.BehaviourTrees/IsGroundInFront"
Derived3["IsEnemyInFront"]-->Type
click Derived3 "/platformer/api/PlatformerGameKit.BehaviourTrees/IsEnemyInFront"
Syntax
[Serializable]
public abstract class ConditionNode : IBehaviourNode, IPolymorphic
Remarks
Documentation:
Behaviour Tree Brains - Conditions
Attributes
Type | Description |
---|---|
Serializable |
Properties
Name | Value | Summary |
---|---|---|
Condition | bool |
Called by
PlatformerGameKit.BehaviourTrees.ConditionNode.Execute to run this node's main logic. true returns
PlatformerGameKit.BehaviourTrees.Result.Pass and false returns PlatformerGameKit.BehaviourTrees.Result.Fail .
|