uBAD
A Behaviour and Decision library for Unity3D
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▼NBAD | |
CAction | Execute a IEnumerator<NodeResult> coroutine. |
CBADReactor | BAD reactor searches all components on the gameobject which implement IReactorLoad, then executes the graphs returned by those components. |
CBADReactorEditor | |
CBADViewerWindow | |
CBB | |
CBlackboard | |
CBranch | |
CChance | Only runs child if probability value is met. |
CComponentMethodLookup | |
CCondition | Executes a System.Func<bool> method and returns the result as failure or success. |
CCooldown | Runs a child node if it's cooldown timer less than 0; When the child executes the timer is set to T+seconds. Used for rate limiting. |
CDecorator | |
CFlipFlop | Runs child every second time. |
CIf | Runs it's child node if a System.Func<bool> method returns true. |
CInvert | Invert the result of the child. Success becomes Failure and vice versa. |
CIReactorLoad | |
CLeaf | |
CLog | Outputs some text to the console, and pauses the editor if pause == true. |
CLoop | Run a child a number of times, regardless of success or failure. Always succeeds. |
CMutatingSelector | A selector that re-orders it's children based on the mutation policy field. |
CNode | |
COnce | Runs child once then disables itself. |
CParallel | Run all nodes simultaneously, failing or succeeding based on the policy field. |
CParser | |
CRandomSelector | A selector which randomly shuffles it's children before executing. |
CRoot | The root node which must sit at the top of the tree. |
CSelector | Runs each child in turn, returing a success on the first child that succeeds. Returns failure if no child succeeds. |
CSequence | Run all child nodes, returning a failure on the first child that fails. Returns success if all children succeed. |
CSleep | Sleep for a number of seconds before returning Success. Variance parameter modifies the duration by a random amount. |
CSymbol | |
CTimeLimit | Fails if child does not succeed within a time limit. |
CTokenizer | |
CUntilFailure | Keep running the child until a failure result is returned. |
CUntilSuccess | Keep running the child node until a success result is returned. |
CWaitFor | Waits until a condition is true then executes its child. |
CWhileBoth | Executes its child while condition is true and the child has not failed. |
CBADTester |