Action Reference

Here is a reference built-in Action of BehaviourTree.

Agent

Class Name Description
AgentEscapeFromPosition Move the Agent to escape from Target.
AgentEscapeFromTransform Move the Agent to escape from Target.
AgentEvade Move the Agent to escape considering the movement velocity of the Target.
AgentHideFromPosition Move the Agent to hide from the Target.
AgentHideFromTransform Move the Agent to hide from the Target.
AgentInterpose Move the Agent closer to between the two Targets.
AgentLookAtPosition Rotate the Agent in the direction of Target.
AgentLookAtTransform Rotate the Agent in the direction of Target.
AgentMoveOnWaypoint Move the Agent along the Waypoint.
AgentMoveToPosition Move Agent so that it approaches Target.
AgentMoveToRandomPosition Random movement within a radius centered on a specified position.
AgentMoveToTransform Move Agent so that it approaches Target.
AgentPursuit Move the Agent to track the Target's movement velocity.
AgentSetSamplePositionDistance SetArbor.AgentController.samplePositionDistance
AgentSetSamplePositionEnabled SetArbor.AgentController.samplePositionEnabled
AgentStop Stop the Agent
AgentWander Wander the Agent
AgentWarpToPosition Warp the Agent to the Target position.
AgentWarpToTransform Warp the Agent to the Target position.

Animator

Class Name Description
AnimatorCrossFade Transit the state of Animator.

Audio

Class Name Description
PlaySound Play AudioSource.
PlaySoundAtPoint Play the sound at the specified point.
PlaySoundAtTransform Play the sound at the specified Transform position.
StopSound Stop AudioSource.

BehaviourTree

Class Name Description
PlayBehaviourTree Play ArborFSM
StopBehaviourTree Stop ArborFSM
SubBehaviourTree Play a child hierarchy Behavior Tree
SubBehaviourTreeReference Play external BehaviourTree as a child graph.

Events

Class Name Description
InvokeMethod Call a method or field.

GameObject

Class Name Description
ActivateGameObject It will switch the active GameObject.
DestroyGameObject It will remove the GameObject.
InstantiateGameObject GameObject the searches in the tag and then stored in the parameter.

NodeGraph

Class Name Description
PauseNodeGraph Pause NodeGraph
PlayNodeGraph Play NodeGraph
ResumeNodeGraph Resume NodeGraph
StopNodeGraph Stop NodeGraph

ObjectPooling

Class Name Description
AdvancedPooling Instantiate in advance and register to ObjectPool.

Parameter

Class Name Description
CalcParameter Change by calculating the value of the Parameter.
SetParameter Set a value for Parameter.

StateMachine

Class Name Description
PlayStateMachine Play ArborFSM
StopStateMachine Stop ArborFSM
SubStateMachine Play a child hierarchy ArborFSM.
SubStateMachineReference Play external ArborFSM as a child graph.

Trigger

Class Name Description
BroadcastTrigger It will send a trigger to a GameObject and child objects.
SendTrigger It will send a trigger.
SendTriggerGameObject Send the trigger to all of ArborFSM that is assigned to the GameObject.
SendTriggerUpwards Send the trigger to all of ArborFSM that is assigned to the GameObject.

Classes

Class Name Description
Idle Do nothing.
To exit this action, the Decorator in AbortFlags.Self should either return a failure or interrupt the high priority node.
Wait Wait for the passage of time