Visual3D Game EngineAPI Documentation for XNA, C#, VB, and .NETNamespace: Visual3D.Scripting.Behaviors.BehaviorTrees
Assembly: Visual3D.Scripting (in Visual3D.Scripting.dll) Version: 1.0.0.0 (1.0.0.0)
Assembly: Visual3D.Scripting (in Visual3D.Scripting.dll) Version: 1.0.0.0 (1.0.0.0)
Syntax
| C# | Visual Basic |
public abstract class Node : CTreeNode<Node>, IOwned, IScriptedContextSupport, IActivated, INotified
Public MustInherit Class Node _ Inherits CTreeNode(Of Node) _ Implements IOwned, IScriptedContextSupport, IActivated, INotified
Members
| All Members | Constructors | Properties | Methods |
| Member | Description | |
|---|---|---|
| Node()()()() | Initializes a new instance of the Node class | |
| Activate()()()() | ||
| Deactivate()()()() | ||
| Depth | (Inherited from CTreeNode<(Of <(<'T>)>)>.) | |
| Detach()()()() |
Detaches this node from it's parent.
Postcondition: this is a root node.
(Inherited from CTreeNode<(Of <(<'T>)>)>.) | |
| Execute()()()() | ||
| Find(Predicate<(Of <<'(T>)>>)) | (Inherited from CTreeNode<(Of <(<'T>)>)>.) | |
| GetEnumerator()()()() | (Inherited from CTreeNode<(Of <(<'T>)>)>.) | |
| GetName(Type) | ||
| GetType(Type) | ||
| HasChildren |
returns true if the node has child nodes.
See also Implementation Note under this.Childs
(Inherited from CTreeNode<(Of <(<'T>)>)>.) | |
| HasOwner<(Of <<'(TOwner>)>>)(IOwned) | (Inherited from EntityExtensions.) | |
| HasOwner<(Of <<'(TOwner>)>>)(IOwned, TOwner%) | (Inherited from EntityExtensions.) | |
| HasOwner<(Of <<'(TOwner>)>>)(IOwned, TOwner%, Boolean) | (Inherited from EntityExtensions.) | |
| ImageListIndex | ||
| IsActive | ||
| IsAncestorOf(T) | (Inherited from CTreeNode<(Of <(<'T>)>)>.) | |
| IsChildOf(T) | (Inherited from CTreeNode<(Of <(<'T>)>)>.) | |
| IsRoot |
returns true if this node is a root node. (Equivalent to this.Parent==null)
(Inherited from CTreeNode<(Of <(<'T>)>)>.) | |
| NodeName | ||
| NodeParameters | ||
| Nodes |
Returns all child nodes as a NodeList.
(Inherited from CTreeNode<(Of <(<'T>)>)>.)Implementation note: Childs always returns a non-null collection. This collection is created on demand at the first access. To avoid unnecessary creation of the collection, use HasChilds to check if the node has any child nodes | |
| NodeType | ||
| Notify(Object, Object) | ||
| Owner | ||
| OwnerEntity | ||
| Parent |
returns the parent node, or null if this is a root node
(Inherited from CTreeNode<(Of <(<'T>)>)>.) | |
| Remove()()()() |
Removes the current node and all child nodes recursively from it's parent.
Throws an InvalidOperationException if this is a root node.
(Inherited from CTreeNode<(Of <(<'T>)>)>.) | |
| Root |
The Root object this Node belongs to. never null
(Inherited from CTreeNode<(Of <(<'T>)>)>.) | |
| ScriptedContext | ||
| Siblings | (Inherited from CTreeNode<(Of <(<'T>)>)>.) | |
| ToString()()()() | (Overrides Object..::..ToString()()()().) |
Inheritance Hierarchy
System..::..Object
Visual3D.Scripting.Collections..::..CTreeNode<(Of <(<'Node>)>)>
Visual3D.Scripting.Behaviors.BehaviorTrees..::..Node
Visual3D.Scripting.Behaviors.BehaviorTrees..::..ActionAction
Visual3D.Scripting.Behaviors.BehaviorTrees..::..BehaviorAction
Visual3D.Scripting.Behaviors.BehaviorTrees..::..Composite
Visual3D.Scripting.Behaviors.BehaviorTrees..::..Condition
Visual3D.Scripting.Behaviors.BehaviorTrees..::..Decorator
Visual3D.Scripting.Behaviors.BehaviorTrees..::..DelegateAction
Visual3D.Scripting.Behaviors.BehaviorTrees..::..EventNode
Visual3D.Scripting.Behaviors.BehaviorTrees..::..FailAction
Visual3D.Scripting.Behaviors.BehaviorTrees..::..FailAfterAction
Visual3D.Scripting.Behaviors.BehaviorTrees..::..ScriptedAction
Visual3D.Scripting.Behaviors.BehaviorTrees..::..SucceedAction
Visual3D.Scripting.Behaviors.BehaviorTrees..::..SucceedAfterAction
Visual3D.Scripting.Collections..::..CTreeNode<(Of <(<'Node>)>)>
Visual3D.Scripting.Behaviors.BehaviorTrees..::..Node
Visual3D.Scripting.Behaviors.BehaviorTrees..::..ActionAction
Visual3D.Scripting.Behaviors.BehaviorTrees..::..BehaviorAction
Visual3D.Scripting.Behaviors.BehaviorTrees..::..Composite
Visual3D.Scripting.Behaviors.BehaviorTrees..::..Condition
Visual3D.Scripting.Behaviors.BehaviorTrees..::..Decorator
Visual3D.Scripting.Behaviors.BehaviorTrees..::..DelegateAction
Visual3D.Scripting.Behaviors.BehaviorTrees..::..EventNode
Visual3D.Scripting.Behaviors.BehaviorTrees..::..FailAction
Visual3D.Scripting.Behaviors.BehaviorTrees..::..FailAfterAction
Visual3D.Scripting.Behaviors.BehaviorTrees..::..ScriptedAction
Visual3D.Scripting.Behaviors.BehaviorTrees..::..SucceedAction
Visual3D.Scripting.Behaviors.BehaviorTrees..::..SucceedAfterAction