docs.unity3d.com
Search Results for

    Show / Hide Table of Contents

    Class Sequence

    Executes branches in order until one fails or all succeed.

    Inheritance
    object
    Node
    Composite
    Sequence
    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("Sequence", "Execute branches in order until one fails or all succeed", "", "Icons/Sequence", "Flow", "dfd2a5f53dc54b8dad31dc3f7a794079", null, "C:\\temp\\com.unity.muse.behavior@0.9\\Packages\\com.unity.muse.behavior\\Runtime\\Execution\\Nodes\\Composites\\Sequence.cs")]
    public class Sequence : 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()
    In This Article
    Back to top
    Copyright © 2024 Unity Technologies — Trademarks and terms of use
    • Legal
    • Privacy Policy
    • Cookie Policy
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)