Table of Contents

Class AIInverter

Namespace
FishMMO.Shared
Assembly
FishMMO.Shared.dll

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
Object
ScriptableObject
AIInverter
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

Fields

Child

The child node whose result will be inverted.

[Tooltip("The child node whose result will be inverted.")]
public AIBehaviorNode Child

Field Value

AIBehaviorNode

Methods

Evaluate(AIController)

Evaluates the child node and inverts its result.

public override AINodeResult Evaluate(AIController controller)

Parameters

controller AIController

The AI controller of the evaluating NPC.

Returns

AINodeResult

Failure if the child succeeded, Success if the child failed, Running if the child is running.