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    Class Cooldown

    Inheritance
    object
    Node
    Modifier
    Cooldown
    Inherited Members
    Modifier.Parent
    Modifier.Child
    Modifier.AwakeParents()
    Modifier.Add(Node)
    Modifier.ResetStatus()
    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: Global Namespace
    Assembly: Unity.Muse.Behavior.dll
    Syntax
    [Serializable]
    [NodeDescription("Cooldown", "Imposes a mandatory wait time between executions to regulate action frequency.", "Cooldowns for [duration] seconds after execution", "", "Flow", "a9ff45a058927aa68b4328a5daf34161", null, "C:\\temp\\com.unity.muse.behavior@0.11\\Packages\\com.unity.muse.behavior\\Runtime\\Execution\\Nodes\\Decorators\\Cooldown.cs")]
    public class Cooldown : Modifier

    Fields

    Duration

    Declaration
    public BlackboardVariable<float> Duration
    Field Value
    Type Description
    BlackboardVariable<float>

    m_CooldownEndTime

    Declaration
    public float m_CooldownEndTime
    Field Value
    Type Description
    float

    Methods

    OnStart()

    OnStart is called when the node starts running.

    Declaration
    protected override Node.Status OnStart()
    Returns
    Type Description
    Node.Status

    The status of the node.

    Overrides
    Node.OnStart()

    OnUpdate()

    OnUpdate is called each frame while the node is running.

    Declaration
    protected override Node.Status OnUpdate()
    Returns
    Type Description
    Node.Status

    The status of the node.

    Overrides
    Node.OnUpdate()
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