BehaviourRunner
Type description and basic instructions.
class in RenownedGames.AITree / Inherits from ScriptableObject
Main component to run created behaviour tree assets. Use Behaviour Runner component to access associated behaviour tree and blackboard of related AI entity at the scene.
Example
[RequiredComponent(typeof(BehaviourRunner))]
public class Example : MonoBehaviour
{
[SerializeField]
private string keyName;
private void Awake()
{
// Get gameobject runner.
BehaviourRunner runner = GetComponent<BehaviourRunner>();
// Get associated instance of blackboard.
Blackboard blackboard = runner.GetBlackboard();
// Find key by name and set custom value.
if(blackboard.TryFindKey<TransformKey>(keyName, out TransformKey key))
{
// Set this transform refrence as key value.
key.SetValue(transform);
}
}
}
Virtual Methods
// Called when an enabled script instance is being loaded.
protected virtual void Awake();
// Called on the frame when a script is enabled,
// just before any of the Update methods are called the first time.
protected virtual void Start();
// Called every frame, if the Behaviour is enabled.
protected virtual void Update();
// Called every fixed frame-rate frame. 0.02 seconds,
// is the default time between calls, if the Behaviour is enabled.
protected virtual void FixedUpdate();
// Called every frame, if the Behaviour is enabled.
protected virtual void LateUpdate();
// Called when an enabled script instance is being destroyed.
protected virtual void OnDestroy();
// Implement if you want to draw gizmos,
// that are also pickable and always drawn.
protected virtual void OnDrawGizmos();
// Implement to draw a gizmos if the object is selected.
protected virtual void OnDrawGizmosSelected();
Getter / Setter
// Shared reference of behaviour tree.
BehaviourTree GetSharedBehaviourTree();
// Associated instance of behaviour tree.
BehaviourTree GetBehaviourTree();
// Shared reference of blackboard.
Blackboard GetSharedBlackboard();
// Associated instance of blackboard.
Blackboard GetBlackboard();
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