Visual3D Game EngineAPI Documentation for XNA, C#, VB, and .NET
Types
| All Types | Classes | Enumerations | Delegates |
| Name | Description | |
|---|---|---|
| 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 |