Class SequenceNode
This class represents a Sequence node in a behavior tree. Sequence nodes are control nodes that tick their children one at a time in order. If a child node returns success, the sequence node moves on to the next child. If a child node returns failure, the sequence node immediately returns failure. If a child node returns running, the sequence node also returns running and will continue from this child on the next tick. The sequence node returns success only if all child nodes return success.
Inheritance
SequenceNode
Implements
Inherited Members
Namespace: EyeAuras.BehaviorTree.Nodes.ControlFlow
Assembly: EyeAuras.BehaviorTree.dll
Syntax
[AuraEntity(Name = "Sequence")]
public class SequenceNode : ControlFlowNode<SequenceNodeProperties>, INode<SequenceNodeProperties>, IAuraObject<SequenceNodeProperties>, IEntityContainer, IControlFlowNode, INode, IAuraObject, IBindableReactiveObject, ICanSetContext, IHasContext, IBTNode, IHasId, IHasTypedId<string>, IHasErrors, IDisposable, INotifyPropertyChanged, IHasError, IHasErrorProvider, IBehaviorTreeSerializable, ICanSetName, IHasName
Constructors
Name | Description |
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SequenceNode() |
Methods
Name | Description |
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TickChildrenInternal(ArraySegment<IBTNode>, CancellationToken) |