Class AIGroupInCombatNode
Behavior tree leaf that checks if the NPC belongs to an NPCGroup and whether the group is currently in combat. Returns Success when the group is fighting.
Use case: "If my pack is in combat → join the fight (even if I haven't been attacked)."
[CreateAssetMenu(fileName = "New AI Group In Combat Node", menuName = "FishMMO/Character/NPC/AI/Behavior Tree/Group In Combat Node")]
public class AIGroupInCombatNode : AIBehaviorNode
- Inheritance
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ObjectScriptableObjectAIGroupInCombatNode
- Inherited Members
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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.nameObject.hideFlags
Methods
Evaluate(AIController)
Checks if the NPC's group is currently in combat.
public override AINodeResult Evaluate(AIController controller)
Parameters
controllerAIControllerThe AI controller of the evaluating NPC.
Returns
- AINodeResult
Success if the group is in combat, Failure otherwise.