Class RotationBehavior

Base class of behavior tree implementation

Hierarchy (view full)

Constructors

Properties

__offset: Quaternion
angle: number
axis: Vector3
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

resetWhenFinalize: boolean
speed: number
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

  • Parameters

    • param: {
          angle?: number;
          axis?: Vector3;
          resetWhenFinalize?: boolean;
          speed?: number;
      }
      • Optional angle?: number
      • Optional axis?: Vector3
      • Optional resetWhenFinalize?: boolean
      • Optional speed?: number

    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: any

      time step in seconds

    Returns BehaviorStatus

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

  • Parameters

    • param: {
          angle?: number;
          axis?: Vector3;
          resetWhenFinalize?: boolean;
          speed?: number;
      }
      • Optional angle?: number
      • Optional axis?: Vector3
      • Optional resetWhenFinalize?: boolean
      • Optional speed?: number

    Returns RotationBehavior