Use Behavior Tree in Unity
In the easiest way, bring everyone to know and use the behavior tree, this series is updated for a long time, I hope everyone likes it!
Your support is my motivation for writing.
So far we have known combination nodes and behavior nodes. Now let's take a look at decorated nodes.
The modification node cannot exist independently, and its role is to modify the child node.
icon | name | effect |
Inverter | Invert the execution result of the child node | |
Repeater | There are three attribute settings: the number of executions, whether to repeat all the time, and run until an error is returned. | |
Return Failure | Failed when executing to this node | |
Return Success | Successful execution when returning to this node | |
Task Guard | Used to operate the same data in parallel at the same time to ensure data synchronization. (Similar to thread lock) | |
Unitl Failure | Until the failure, the child node has been executed |
|
Until Success | Until success, the child node has been executed |
By using decoration nodes, we can modify the results or processes of behavior nodes to get the results we want.