Unity's journey from the beginning to the behavior tree (four) decorated node

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.

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Origin blog.csdn.net/qq_37446649/article/details/89814683