Namespace Unity.Muse.Behavior
Classes
Abort
Aborts child node execution on given conditions.
Action
The base class for action nodes used in Muse Behavior Graphs.
AuthoringGraphDeletionProcessor
BehaviorGraph
BehaviorGraph holds all of the runtime graph instances linked together into a complete behaviour defined within an BehaviorAuthoringGraph.
BehaviorGraphAgent
Muse Behavior agent component.
BehaviorGraphCollisionEvents
This class is used to dispatch collision events to the behavior graph.
Blackboard
A data structure holding variables used by the Muse Behavior Graph.
BlackboardEnumAttribute
BlackboardVariable
A variable used within a blackboard.
BlackboardVariable<DataType>
A base class for blackboard variables serialized by value.
BranchingCondition
Chooses one branch depending if the condition is true or false.
Composite
Composite nodes serves as a control structure that manages the flow and organization of other nodes within the tree.
Condition
The base class for conditions used in Conditional and Abort nodes.
ConditionAttribute
The ConditionAttribute contains metadata for conditions used in Muse Behavior graphs.
ConditionInfo
Conditional
ConditionalGuardAction
Returns Success if the condition evaluates to true and Failure otherwise.
EnumLinkField<TValueType>
A link field class specialized for enum types.
EventAction
Event actions are used to send and receive event messages.
EventChannelBase
Event channels are used to send and receive event messages.
EventChannelDescriptionAttribute
The EventChannelDescriptionAttribute contains metadata for event channels used in Muse Behavior graphs.
GameObjectExtensions
Useful methods for GameObjects.
Inverter
Inverts the result of the child action.
Join
A node that can have multiple inputs nodes.
LogMessageToConsole
LogVariableToConsole
LogVariableValueChange
Modifier
Modify the behavior of its child nodes.
NavMeshAgentExtensions
Node
A base class for behaviour nodes used in the Muse Behavior graph.
NodeDescriptionAttribute
The NodeDescriptionAttribute contains metadata for nodes used in Muse Behavior graphs.
ParallelAll
Executes all branches at the same time.
ParallelAllSuccess
Executes all branches at the same time, stopping if one fails.
ParallelAny
Executes all branches at the same time, stopping if one fails or succeeds.
ParallelAnySuccess
Executes all branches at the same time, stopping if one succeeds.
Random
Executes a random branch.
RepeatUntilFail
Repeats operation of the node until failure.
RepeatUntilSuccess
Repeats operation of the node until success.
RepeatWhileCondition
Repeats the branch while the condition is true.
Repeater
Repeats operation of the node.
Restart
Restarts child node execution on given conditions.
Selector
Executes branches in order until one succeeds.
Sequence
Executes branches in order until one fails or all succeed.
Start
The root of a behaviour graph. Starts the behavior Graph.
StartOnEvent
Starts the subgraph upon receiving an event message.
Succeeder
Forces success for the child node
TriggerEvent
Event actions are used to send and receive event messages.
WaitForAll
Activates its child when all parents have started this node. It cannot restart until the child's subgraph has ended.
WaitForAny
Activates its child when any parent starts this node. It cannot restart until the child's subgraph has ended.
WaitForEvent
Event actions are used to send and receive event messages.
Enums
ConditionOperator
Represents the different operators that can be used to compare values.
LogMessageToConsole.LogType
Node.Status
Status of a graph node.
Delegates
BlackboardVariable.ValueChangedCallback
Delegate for blackboard variable value changes.