Class AISelector
Selector (OR) node. Tries each child left-to-right and returns Success as soon as one child succeeds. Returns Failure only if every child fails. Returns Running if any child is running.
Use case: "Try heal → if that fails, try attack → if that fails, wander."
[CreateAssetMenu(fileName = "New AI Selector", menuName = "FishMMO/Character/NPC/AI/Behavior Tree/Selector")]
public class AISelector : AICompositeNode
- Inheritance
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ObjectScriptableObjectAISelector
- 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)
Tries each child left-to-right and returns Success on the first successful child.
public override AINodeResult Evaluate(AIController controller)
Parameters
controllerAIControllerThe AI controller of the evaluating NPC.
Returns
- AINodeResult
Success if any child succeeds, Failure if all children fail, Running if any child is running.