class in RenownedGames.AITree / Inherits from ScriptableObject / Implements: IKeySynced, IKeyLocal, IKeyType, IEntityDescription
ScriptableObject storage of key in blackboard. Key also called as variable. Keys used in behaviour tree graph to read or write some information of nodes.
Example
public class Example : MonoBehaviour
{
[SerializeField]
private Key key;
private void Awake()
{
Debug.Log(key.GetObjectValue());
}
}
Abstract Methods
/// <summary>
/// System object reference value.
/// </summary>
public abstract object GetValueObject();
Virtual Methods
/// <summary>
/// Returns the name of the key.
/// </summary>
/// <returns>The name returned by ToString.</returns>
public virtual string ToString();
Getter / Setter
/// <summary>
/// System object reference value.
/// </summary>
object GetValueObject();
/// <summary>
/// Returns the name of the key.
/// </summary>
/// <returns>The name returned by ToString.</returns>
string ToString();
/// <summary>
/// This is used to determine if the Key will be synchronized across all instances of the Blackboard.
/// </summary>
bool IsSync();
/// <summary>
/// This is used to determine if the Key will be localy used in node.
/// </summary>
bool IsLocal()
/// <summary>
/// System value type of key.
/// </summary>
Type GetValueType();
/// <summary>
/// Detail description of key.
/// </summary>
string GetDescription();
/// <summary>
/// Blackboard category of key.
/// </summary>
string GetCategory();
Events
/// <summary>
/// Called when the key value has been changed.
/// </summary>
event Action ValueChanged;