ActionBehaviour
You can create an ActionBehaviour script and add the original action by describing what you want to do.
Create an ActionBehaviour script file
- Right click at the place you want to create from the Project window.
- From the right-click menu, select “Create > Arbor > Behavior tree > ActionBehaviour C# Script”.
- Enter the file name and confirm
Function to be called
If you add the ActionBehavior you created to the Behavior Tree graph, each function of the script will be called.
- OnAwake
It is called the first time the action node becomes active. - OnStart
Called when the action node becomes active. - OnExecute
It is called when the action node is executed.
For the execution timing, see UpdateSettings and ExecutionSettings in BehaviourTree.
Arbor Reference : BehaviourTree - OnAbort
Called when the node is interrupted by the Decorator. - OnEnd
Called when the action node exits. - OnUpdate
Called at the timing of BehaviourTree's Update().
Whether it is called every frame or not depends on BehaviourTree's Update Settings. - OnLateUpdate
It is called at the timing of BehaviourTree's LateUpdate().
Whether it is called every frame or not depends on BehaviourTree's Update Settings. - OnFixedUpdate
It is called at the timing of FixedUpdate() in BehaviourTree. - OnGraphPause
Called when a graph is paused while playing. - OnGraphResume
Called when a graph is resumed from pause. - OnGraphStop
Called when a graph stops playing. - MonoBehaviour message functions
For details, please see the MonoBehaviour Messages of Unity ScriptReference.
Call order
- You can also use the callback method of MonoBehaviour other than OnEnable and OnDisable, but please be aware that Start () will be called after OnExecute().
Declaring variables
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You can edit it in Arbor Editor by declaring a field with public or SerializedField attribute added to the created script.
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Finish Execute
It can be terminated by calling FinishExecute(bool result) in the OnExecute method.
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Data flow
It is possible to input / output values by data flow.
For details, see “Scripting: Data flow”.
Additional explanation
- The file name and class name must be the same.
- If the file is placed under a special folder such as Editor folder, it will not be recognized.
- The AddComponentMenu("") that is automatically given is to prevent it from being displayed in Inspector's Add Component.
- We do not support the behavior of adding directly to GameObjects without going through the graph.
- The C# script needs to be compiled to reflect the changes.
If you have turned off Auto Refresh in Preferences, for example, you will need to manually do “Assets > Refresh” from the menu. - MonoBehaviour's enabled is used internally for execution control, so please use the alternative behaviourEnabled.