This page describes the core nodes which have could be used directly in any other project (unlike the Specific Nodes which interact with other systems in the Platformer Game Kit).
Groups
GroupNode
s contain an array of child nodes which they execute in different ways:
Node | Description | Pseudo-Code |
---|---|---|
Selector |
Executes each child until one returns Result.Pass similar to the || operator in C#. |
|
Sequence |
Executes each child until one returns Result.Pending or Result.Fail similar to the && operator in C#. |
|
Modifiers
ModifierNode
s contain a single child which they Execute
and modify the result of:
Node | Description | Pseudo-Code |
---|---|---|
Ignore |
Executes the child then ignores its result and returns a fixed result. |
|
Invert |
Executes the child and reverses its result so Result.Pass becomes Result.Fail and vice-versa. Result.Pending is unchanged. |
|
Leaves
LeafNode
s execute individual logic and don't have any children:
Node | Description |
---|---|
ActionNode |
Invokes a System.Action Delegate. Returns Result.Pass as long as no Exception is thrown. Otherwise Result.Fail . This node is not serializable. |
FuncNode |
Invokes a System.Func<Result> Delegate. Returns the result of the invocation. This node is not serializable. |
UnityEventNode |
Invokes a UnityEvent . Returns Result.Pass as long as no Exception is thrown. Otherwise Result.Fail . |
Wait |
Returns Result.Pending and increments a timer before returning Result.Pass once and resetting the timer. |
Most LeafNode
s are Specific Nodes.