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.
Typed cleanup class
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)
Creates a Composite that will wait while the defined condition is false.
Creates a Composite that will wait while the defined condition is false. This wait will be stepped over if the WaitContinue is within a Sequence.
This represents a "While" loop.
Values that can be returned from composites and the like.