The base Action class. A simple, easy to use, way to execute actions, and return their status of execution. These are normally considered 'atoms' in that they are executed in their entirety.
The base class of the entire behavior tree system. Nearly all branches derive from this class.
A decorator continue.
A dynamic child selector.
A group composite.
Will execute each branch of logic in order, until one succeeds. This composite will fail only if all branches fail as well.
Will execute random branches of logic, until one succeeds. This composite will fail only if all branches fail as well.
The base selector class. This will attempt to execute all branches of logic, until one succeeds. This composite will fail only if all branches fail as well.
The base sequence class. This will execute each branch of logic, in order. If all branches succeed, this composite will return a successful run status. If any branch fails, this composite will return a failed run status.
A small action composite to force any part of the tree to not execute for a given amount of time.
This composite will perform a 'switch' statement to execute a specific branch of logic. This is useful for selecting specific branches, for different types of agents. (e.g. rogue, mage, and warrior branches)
A switch argument.
Creates a Composite that will wait while the defined condition is false.
A wait continue.
This represents a "While" loop.
Action succeed delegate.
Determine if we can run decorator delegate.
Handler, called when the context change.
Retrieves switch parameter delegate.
Wait get timeout delegate.
Wait get time span timeout delegate.
Values that can be returned from composites and the like.