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    Class RepeatWhileCondition

    Repeats the branch while the condition is true.

    Inheritance
    object
    Node
    Modifier
    RepeatWhileCondition
    Inherited Members
    Modifier.Parent
    Modifier.Child
    Modifier.AwakeParents()
    Modifier.Add(Node)
    Modifier.ResetStatus()
    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("Repeat While Condition", "Repeats the flow underneath as long as the specified condition(s) are true.", "", "Icons/repeat_until_change", "Flow/Repeat", "bcd62844ac1b14f074e31df34956441a", typeof(RepeatConditionNodeModel), "C:\\temp\\com.unity.muse.behavior@0.11\\Packages\\com.unity.muse.behavior\\Runtime\\Execution\\Nodes\\Decorators\\RepeatWhileCondition.cs")]
    public class RepeatWhileCondition : Modifier

    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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