Class BehaviorGraph
BehaviorGraph holds all the runtime graph instances linked together into a complete behaviour defined within a BehaviorAuthoringGraph.
Implements
Inherited Members
Object.InstantiateAsync<T>(T)
Object.InstantiateAsync<T>(T, Transform)
Object.InstantiateAsync<T>(T, Vector3, Quaternion)
Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
Object.Instantiate<T>(T, InstantiateParameters)
Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)
Object.FindObjectsByType<T>(FindObjectsSortMode)
Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
Object.FindFirstObjectByType<T>()
Object.FindAnyObjectByType<T>()
Object.FindFirstObjectByType<T>(FindObjectsInactive)
Object.FindAnyObjectByType<T>(FindObjectsInactive)
Namespace: Unity.Behavior
Assembly: Unity.Behavior.dll
Syntax
[Serializable]
[GeneratePropertyBag]
public class BehaviorGraph : ScriptableObject, ISerializationCallbackReceiver
Properties
BlackboardReference
The blackboard reference used for accessing variables.
Declaration
public BlackboardReference BlackboardReference { get; }
Property Value
Type | Description |
---|---|
BlackboardReference |
IsRunning
True if the graph is running, false otherwise.
Declaration
public bool IsRunning { get; }
Property Value
Type | Description |
---|---|
bool |
Methods
End()
Ends the execution of the behavior graph.
Declaration
public void End()
OnAfterDeserialize()
Declaration
public void OnAfterDeserialize()
OnBeforeSerialize()
Declaration
public void OnBeforeSerialize()
Restart()
Resets the execution state and restarts the graph.
Declaration
public void Restart()
Start()
Begins execution of the behavior graph.
Declaration
public void Start()
Tick()
Executes one step of the graph.
Declaration
public void Tick()