Table of Contents

Class AIAdoptGroupTargetNode

Namespace
FishMMO.Shared
Assembly
FishMMO.Shared.dll

Behavior tree leaf that adopts the group's shared target. If the NPC belongs to an NPCGroup with a GroupTarget, this node sets the NPC's Target to match and returns Success.

Use case: "Focus the tank's target" → place this before a StateTransition to AttackState.

[CreateAssetMenu(fileName = "New AI Adopt Group Target Node", menuName = "FishMMO/Character/NPC/AI/Behavior Tree/Adopt Group Target Node")]
public class AIAdoptGroupTargetNode : AIBehaviorNode
Inheritance
Object
ScriptableObject
AIAdoptGroupTargetNode
Inherited Members
ScriptableObject.SetDirty()
ScriptableObject.CreateInstance<T>()
Object.GetEntityId()
Object.GetInstanceID()
Object.GetHashCode()
Object.InstantiateAsync<T>(T)
Object.InstantiateAsync<T>(T, Transform)
Object.InstantiateAsync<T>(T, Vector3, Quaternion)
Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
Object.Instantiate(Object, Vector3, Quaternion)
Object.Instantiate(Object, Vector3, Quaternion, Transform)
Object.Instantiate(Object)
Object.Instantiate(Object, Scene)
Object.Instantiate<T>(T, InstantiateParameters)
Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)
Object.Instantiate(Object, Transform)
Object.Instantiate<T>(T)
Object.Instantiate<T>(T, Vector3, Quaternion)
Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
Object.Instantiate<T>(T, Transform)
Object.Destroy(Object)
Object.DestroyImmediate(Object)
Object.DontDestroyOnLoad(Object)
Object.DestroyObject(Object)
Object.FindObjectsOfType<T>()
Object.FindObjectsByType<T>(FindObjectsSortMode)
Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
Object.FindObjectOfType<T>()
Object.FindFirstObjectByType<T>()
Object.FindAnyObjectByType<T>()
Object.FindFirstObjectByType<T>(FindObjectsInactive)
Object.FindAnyObjectByType<T>(FindObjectsInactive)
Object.FindObjectsByType<T>()
Object.FindObjectsByType<T>(FindObjectsInactive)
Object.ToString()
Object.name
Object.hideFlags

Methods

Evaluate(AIController)

Adopts the group's target as this NPC's target. Returns Success if the group has a target and it was adopted, Failure otherwise.

public override AINodeResult Evaluate(AIController controller)

Parameters

controller AIController

The AI controller of the evaluating NPC.

Returns

AINodeResult

Success if the group target was adopted, Failure if no group or no group target.