Summary
A
PlatformerGameKit.BehaviourTrees.ConditionNode which checks if an enemy is in front of the character.- Assembly
- PlatformerGameKit
.dll - Namespace
- PlatformerGameKit
.BehaviourTrees - Interfaces
-
- IBehaviourNode
- IPolymorphic
- Base Types
-
- Object
- ConditionNode
graph BT
Type-->Base0["ConditionNode"]
click Base0 "/platformer/api/PlatformerGameKit.BehaviourTrees/ConditionNode"
Base0-->Base1["Object"]
Type-.->Interface0["IBehaviourNode"]
click Interface0 "/platformer/api/PlatformerGameKit.BehaviourTrees/IBehaviourNode"
Type-.->Interface1["IPolymorphic"]
Type["IsEnemyInFront"]
class Type type-node
Syntax
[Serializable]
public class IsEnemyInFront : 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.
|
| Range | float |
The maximum distance within which to check (in meters).
|
Methods
| Name | Value | Summary |
|---|---|---|
| Execute |
Result |
Accesses the
PlatformerGameKit.BehaviourTrees.ConditionNode.Condition and calls PlatformerGameKit.BehaviourTrees.BehaviourTreeUtilities.ToResult(System.Boolean).Inherited from ConditionNode
|