Table of Contents

Class AIGroupInCombatNode

Namespace
FishMMO.Shared
Assembly
FishMMO.Shared.dll

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
Object
ScriptableObject
AIGroupInCombatNode
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)

Checks if the NPC's group is currently in combat.

public override AINodeResult Evaluate(AIController controller)

Parameters

controller AIController

The AI controller of the evaluating NPC.

Returns

AINodeResult

Success if the group is in combat, Failure otherwise.