Visual3D Game EngineAPI Documentation for XNA, C#, VB, and .NET
 

Types

            
 All Types  Classes   Enumerations  Delegates 
 NameDescription
ActionAction
Node that can perform some action.
ActionDelegate
Delegate for methods that will be used as actions.
BehaviorAction
Node that can perform some behavior.
BehaviorTreeBuilder
BTNodeAttribute
Composite
Base class for tasks that are created from composite nodes and has to reference other nodes that will be evaluated if the previous task finishes.
Condition
Node that can check some condition.
ConditionDelegate
Delegate for condition, i.e. a method that should not have side effects but the result is important cause it checks whether condition is met or not.
Deactivator
Doesn't execute decorated subnode, but return success. Useful for temporary disabling nodes.
Decorator
Base class for nodes which decorate other nodes with additional functionality.
Delay
Decorator node which waits certain amount of time and then executes decorated node.
DelegateAction
Node that can perform some action.
DelegateCondition
Node that can check some condition.
EventCondition
EventNode
FailAction
Always fail.
FailAfterAction
Fail after a given number of iterations.
ForceFailure
Executing this node will always fails no matter what are the results of the decorated node execution.
ForceSuccess
Executing this node will always succeed no matter what will be the results of the decorated node execution.
KeyEventCondition
Limiter
Execute decorated node but only specified amount of times.
Loop
Execute decorated subnode a specified count of times.
Node
Parallel
Composite node executing its subnodes in parallel.
RepeatAlways
Perpetually iterate over the child, regardless of return value.
Repeater
Execute decorated subnode a specified amount of times.
ScriptedAction
Node that can perform some action.
ScriptedCondition
Node that can check some condition.
Selector
Composite node executing its subnodes one after another.
Sequence
Composite node executing its subnodes one after another.
SucceedAction
Always fail.
SucceedAfterAction
Succeed after a given number of iterations.
SuccessPolicy
The success policy. All must succeed, or only one must succeed.
Trigger