Table of Contents

Class AISequence

Namespace
FishMMO.Shared
Assembly
FishMMO.Shared.dll

Sequence (AND) node. Runs each child left-to-right and returns Success only if every child succeeds. Returns Failure on the first child that fails. Returns Running if any child is running.

Use case: "Check health condition AND then transition to retreat state."

[CreateAssetMenu(fileName = "New AI Sequence", menuName = "FishMMO/Character/NPC/AI/Behavior Tree/Sequence")]
public class AISequence : AICompositeNode
Inheritance
Object
ScriptableObject
AISequence
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)

Runs each child left-to-right and succeeds only if all children succeed.

public override AINodeResult Evaluate(AIController controller)

Parameters

controller AIController

The AI controller of the evaluating NPC.

Returns

AINodeResult

Success if all children succeed, Failure on the first failing child, Running if any child is running.