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    Class ParallelAny

    Executes all branches at the same time, stopping if one fails or succeeds.

    Inheritance
    object
    Node
    Composite
    ParallelAny
    Inherited Members
    Composite.Parent
    Composite.Children
    Composite.ResetStatus()
    Composite.AwakeParents()
    Composite.Add(Node)
    Node.CurrentStatus
    Node.GameObject
    Node.OnEnd()
    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("Run In Parallel Until Any Completes", "Execute all branches at the same time, stopping if one fails or succeeds.", "", "Icons/parallel_any", "Flow/Parallel Execution", "e49414e2f12d45efbff56d88f5befb1d", null, "C:\\temp\\com.unity.muse.behavior@0.9\\Packages\\com.unity.muse.behavior\\Runtime\\Execution\\Nodes\\Composites\\ParallelAny.cs")]
    public class ParallelAny : Composite

    Methods

    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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