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    Class Composite

    Composite nodes serves as a control structure that manages the flow and organization of other nodes within the tree.

    Inheritance
    object
    Node
    Composite
    BranchingCondition
    ParallelAll
    ParallelAllSuccess
    ParallelAny
    ParallelAnySuccess
    Random
    Selector
    Sequence
    Inherited Members
    Node.CurrentStatus
    Node.GameObject
    Node.OnStart()
    Node.OnUpdate()
    Node.OnEnd()
    Node.StartNode(Node)
    Node.EndNode(Node)
    Node.AwakeNode(Node)
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    object.ToString()
    Namespace: Unity.Muse.Behavior
    Assembly: Unity.Muse.Behavior.dll
    Syntax
    [Serializable]
    public abstract class Composite : Node

    Properties

    Children

    The children of the node.

    Declaration
    [JsonProperty]
    public List<Node> Children { get; }
    Property Value
    Type Description
    List<Node>

    Parent

    The parent of the node.

    Declaration
    [JsonProperty]
    public Node Parent { get; }
    Property Value
    Type Description
    Node

    Methods

    Add(Node)

    Declaration
    public void Add(Node child)
    Parameters
    Type Name Description
    Node child

    AwakeParents()

    Declaration
    protected override void AwakeParents()
    Overrides
    Node.AwakeParents()

    ResetStatus()

    Declaration
    protected override void ResetStatus()
    Overrides
    Node.ResetStatus()

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    In This Article
    • Properties
      • Children
      • Parent
    • Methods
      • Add(Node)
      • AwakeParents()
      • ResetStatus()
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