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Class BehaviorSequence<T>

Executes children until one fails. Only succeeds if all children succeed. Returns running if any child is running.

Inheritance
System.Object
Behavior<T>
GenericBehavior<T>
BehaviorTree<T>
BehaviorSequence<T>
Inherited Members
BehaviorTree<T>.ChildrenBehaviors
GenericBehavior<T>.Name
Behavior<T>.Fail(IBehaviorControlled, String)
Behavior<T>.Success(IBehaviorControlled, String)
Behavior<T>.RunningChanged(IBehaviorControlled, String)
Behavior<T>.RunningUnchanged(IBehaviorControlled, String)
Behavior<T>.Fail(IBehaviorControlled, Func<String>)
Behavior<T>.Success(IBehaviorControlled, Func<String>)
Behavior<T>.RunningChanged(IBehaviorControlled, Func<String>)
Behavior<T>.RunningUnchanged(IBehaviorControlled, Func<String>)
Behavior<T>.Fail(IBehaviorControlled)
Behavior<T>.Success(IBehaviorControlled)
Behavior<T>.RunningChanged(IBehaviorControlled)
Behavior<T>.RunningUnchanged(IBehaviorControlled)
Behavior<T>.Status(Boolean, IBehaviorControlled, String, String)
Behavior<T>.Status(BTStatus, IBehaviorControlled)
Behavior<T>.Status(BTStatus, IBehaviorControlled, String)
Behavior<T>.Status(BTStatus, IBehaviorControlled, Func<String>)
Namespace: Eco.Simulation.Agents.AI
Assembly: Eco.Simulation.dll
Syntax
public class BehaviorSequence<T> : BehaviorTree<T> where T : IBehaviorControlled
Type Parameters
Name Description
T

Constructors

BehaviorSequence(String, IEnumerable<Behavior<T>>)

Declaration
public BehaviorSequence(string name, IEnumerable<Behavior<T>> children)
Parameters
Type Name Description
System.String name
System.Collections.Generic.IEnumerable<Behavior<T>> children

Methods

Do(T)

Declaration
public override BTStatus Do(T context)
Parameters
Type Name Description
T context
Returns
Type Description
BTStatus
Overrides
Eco.Simulation.Agents.AI.Behavior<T>.Do(T)
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