uBAD
A Behaviour and Decision library for Unity3D
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Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 12]
 NBAD
 CActionExecute a IEnumerator<NodeResult> coroutine.
 CBADReactorBAD reactor searches all components on the gameobject which implement IReactorLoad, then executes the graphs returned by those components.
 CBADReactorEditor
 CBADViewerWindow
 CBB
 CBlackboard
 CBranch
 CChanceOnly runs child if probability value is met.
 CComponentMethodLookup
 CConditionExecutes a System.Func<bool> method and returns the result as failure or success.
 CCooldownRuns 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
 CFlipFlopRuns child every second time.
 CIfRuns it's child node if a System.Func<bool> method returns true.
 CInvertInvert the result of the child. Success becomes Failure and vice versa.
 CIReactorLoad
 CLeaf
 CLogOutputs some text to the console, and pauses the editor if pause == true.
 CLoopRun a child a number of times, regardless of success or failure. Always succeeds.
 CMutatingSelectorA selector that re-orders it's children based on the mutation policy field.
 CNode
 COnceRuns child once then disables itself.
 CParallelRun all nodes simultaneously, failing or succeeding based on the policy field.
 CParser
 CRandomSelectorA selector which randomly shuffles it's children before executing.
 CRootThe root node which must sit at the top of the tree.
 CSelectorRuns each child in turn, returing a success on the first child that succeeds. Returns failure if no child succeeds.
 CSequenceRun all child nodes, returning a failure on the first child that fails. Returns success if all children succeed.
 CSleepSleep for a number of seconds before returning Success. Variance parameter modifies the duration by a random amount.
 CSymbol
 CTimeLimitFails if child does not succeed within a time limit.
 CTokenizer
 CUntilFailureKeep running the child until a failure result is returned.
 CUntilSuccessKeep running the child node until a success result is returned.
 CWaitForWaits until a condition is true then executes its child.
 CWhileBothExecutes its child while condition is true and the child has not failed.
 CBADTester