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    Class BranchingCondition

    Chooses one branch depending if the condition is true or false.

    Inheritance
    object
    Node
    Composite
    BranchingCondition
    Inherited Members
    Composite.Parent
    Composite.Children
    Composite.ResetStatus()
    Composite.AwakeParents()
    Composite.Add(Node)
    Node.CurrentStatus
    Node.GameObject
    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]
    [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
    Type Description
    Node

    True

    The node that is executed if the condition is true.

    Declaration
    [SerializeReference]
    public Node True
    Field Value
    Type Description
    Node

    Properties

    Conditions

    Declaration
    public List<Condition> Conditions { get; set; }
    Property Value
    Type Description
    List<Condition>

    RequiresAllConditions

    Declaration
    public bool RequiresAllConditions { get; set; }
    Property Value
    Type Description
    bool

    Methods

    OnEnd()

    OnEnd is called when the node has stopped running.

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

    OnStart()

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

    OnUpdate()

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