Class AIInverter
Decorator that inverts the child's result. Success becomes Failure and vice versa. Running passes through unchanged.
Use case: "If NOT low health → continue attacking."
[CreateAssetMenu(fileName = "New AI Inverter", menuName = "FishMMO/Character/NPC/AI/Behavior Tree/Inverter")]
public class AIInverter : AIBehaviorNode
- Inheritance
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ObjectScriptableObjectAIInverter
- 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
Fields
Child
The child node whose result will be inverted.
[Tooltip("The child node whose result will be inverted.")]
public AIBehaviorNode Child
Field Value
Methods
Evaluate(AIController)
Evaluates the child node and inverts its result.
public override AINodeResult Evaluate(AIController controller)
Parameters
controllerAIControllerThe AI controller of the evaluating NPC.
Returns
- AINodeResult
Failure if the child succeeded, Success if the child failed, Running if the child is running.