StateBehaviour

To customize StateBehaviour, you need to create a script file for StateBehaviour and describe what you want to do.

Create StateBehaviour script file

  • Right-click on the location you want to create from the Project window.
  • From the right-click menu, and select “Create> Arbor > State Behaviour C# Script”.
  • Determined to enter the file name

Function to be called

By assigning the created StateBehaviour to the state in ArborEditor, each function of the script will be called.

Execution Order

(The above image is for reference only and is not accurate.)

  • If multiple StateBehaviours are added to the node, they are called in order from the top.
  • MonoBehaviour messages are invoked according to the order of execution by Unity.
    For details, refer to Execution Order of Event Functions in Unity Manual.

Fields and Arbor Editor

You can edit it in Arbor Editor by declaring a field with public or SerializeField attribute added to the created script.

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using UnityEngine;
using System.Collections;
using Arbor;

public class TestBehaviour : StateBehaviour {
	public string myName;
}

It is similar to editing a field from the Inspector.
For details, refer to the following Unity manual.

State connection

By declaring StateLink with the public or SerializeField attribute added to the created script, connection slots will be displayed in Arbor Editor.

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using UnityEngine;
using System.Collections;
using Arbor;

public class TestBehaviour : StateBehaviour {
	public StateLink nextState;
	// Hereinafter abbreviated
}

Transition to connection destination

It is referred to as the Transition in the transition you want to timing.

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	Transition( nextState );

Data flow

It is possible to input / output values by data flow.

For details, see Scripting : Data flow.

async/await

It supports asynchronous wait by async/await.

See async/await for more information.

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.