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    Class Restart

    Restarts child node execution on given conditions.

    Inheritance
    object
    Node
    Modifier
    Restart
    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("Restart", "Restarts branch when assigned conditions are true.", "", "", "Flow/Abort", "4d0888f06af04abd987e4b7d61f72e36", typeof(AbortNodeModel), "C:\\temp\\com.unity.muse.behavior@0.11\\Packages\\com.unity.muse.behavior\\Runtime\\Execution\\Nodes\\Decorators\\Aborts\\Restart.cs")]
    public class Restart : 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()

    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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