Class BranchingCondition
Chooses one branch depending if the condition is true or false.
Inheritance
BranchingCondition
Assembly: Unity.Muse.Behavior.dll
Syntax
[Serializable]
[NodeDescription("Conditional Branch", "Redirects the flow to the appropriate branch based on whether the condition is true or false.", "", "", "Flow/Conditional", "15fd229322992eabc0f7186e51eabcca", typeof(BranchingConditionNodeModel), "C:\\temp\\com.unity.muse.behavior@0.11\\Packages\\com.unity.muse.behavior\\Runtime\\Execution\\Nodes\\Composites\\BranchingCondition.cs")]
public class BranchingCondition : Composite
Fields
False
The node that is executed if the condition is false.
Declaration
[SerializeReference]
public Node False
Field Value
True
The node that is executed if the condition is true.
Declaration
[SerializeReference]
public Node True
Field Value
Properties
Conditions
Declaration
public List<Condition> Conditions { get; set; }
Property Value
RequiresAllConditions
Declaration
public bool RequiresAllConditions { get; set; }
Property Value
Methods
OnEnd()
OnEnd is called when the node has stopped running.
Declaration
protected override void OnEnd()
Overrides
OnStart()
Declaration
protected override Node.Status OnStart()
Returns
Overrides
OnUpdate()
Declaration
protected override Node.Status OnUpdate()
Returns
Overrides