Class BranchBehavior

Utility behavior that works just like an IF/ELSE statement If you are not sure if this is the right behavior for your use-case, consider using a selector behavior instead, as selector is a more commonly applicable behavior type

Hierarchy (view full)

Constructors

Properties

context: BehaviorContext = null

Any internal state used by the behavior This provides a way to interact with the outside as well as to pass data between themselves

isBehavior: boolean
onFinalized: Signal = ...

Dispatched after finalization is complete

onInitialized: Signal = ...

Dispatched after initialization is complete

typeName: string

Methods

  • Called when behavior is finished, or interrupted Used to clean up any resources You can think of it as "stop"

    Returns void

  • Called before behavior gets executed via tick for the first time Used to prepare the behavior for execution You can think of it as "start"

    Parameters

    Returns void

  • Main update function. Every behavior executes some logic, some behaviors are long-running and some are instantaneous

    Parameters

    • timeDelta: number

      time step in seconds

    Returns any

    signals status of the behavior, "success" or "failure" are used to signal completion of the behavior