Table of Contents

Class AIRepeater

Namespace
FishMMO.Shared
Assembly
FishMMO.Shared.dll

Decorator that repeats its child a configurable number of times per evaluation. Returns Success after all repetitions succeed. Returns Failure if any repetition fails.

When RepeatCount is 0, repeats indefinitely (always returns Running).

[CreateAssetMenu(fileName = "New AI Repeater", menuName = "FishMMO/Character/NPC/AI/Behavior Tree/Repeater")]
public class AIRepeater : AIBehaviorNode
Inheritance
Object
ScriptableObject
AIRepeater
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 to repeat.

[Tooltip("The child node to repeat.")]
public AIBehaviorNode Child

Field Value

AIBehaviorNode

RepeatCount

Number of times to repeat. 0 = infinite (always Running).

[Tooltip("Number of times to repeat. 0 = infinite (always Running).")]
public int RepeatCount

Field Value

int

Methods

Evaluate(AIController)

Evaluates the child the configured number of times.

public override AINodeResult Evaluate(AIController controller)

Parameters

controller AIController

The AI controller of the evaluating NPC.

Returns

AINodeResult

Success after all repetitions succeed, Failure if any repetition fails, Running for infinite repeat.