Table of Contents

Class AISelector

Namespace
FishMMO.Shared
Assembly
FishMMO.Shared.dll

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
Object
ScriptableObject
AISelector
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)

Tries each child left-to-right and returns Success on the first successful child.

public override AINodeResult Evaluate(AIController controller)

Parameters

controller AIController

The AI controller of the evaluating NPC.

Returns

AINodeResult

Success if any child succeeds, Failure if all children fail, Running if any child is running.