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