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    Class Abort

    Aborts child node execution on given conditions.

    Inheritance
    object
    Node
    Modifier
    Conditional
    Abort
    Inherited Members
    Conditional.OnEnd()
    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("Abort", "Aborts branch when assigned conditions are true.", "", "", "Flow/Abort", "f3c6242eed224ca2955906276c0497b6", typeof(AbortNodeModel), "C:\\temp\\com.unity.muse.behavior@0.9\\Packages\\com.unity.muse.behavior\\Runtime\\Execution\\Nodes\\Decorators\\Aborts\\Abort.cs")]
    public class Abort : Conditional

    Methods

    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
    Conditional.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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