2024-02-17 22:54:38 +00:00
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.. _accessing_nodes:
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Accessing nodes in the scene tree
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=================================
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2024-05-02 17:35:42 +00:00
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There are several ways to access nodes in the agent's scene tree from a :ref:`BTTask<class_BTTask>`.
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2024-05-02 17:35:42 +00:00
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**🛈 Note:** The root node of the agent's scene tree can be accessed with the
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:ref:`scene_root<class_BTTask_property_scene_root>` property.
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2024-02-18 19:50:09 +00:00
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With ``BBNode`` property
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------------------------
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2024-02-17 22:54:38 +00:00
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.. code:: gdscript
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2024-02-18 19:50:09 +00:00
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@export var cast_param: BBNode
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func _tick(delta) -> Status:
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var node: ShapeCast3D = cast_param.get_value(scene_root, blackboard)
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2024-02-18 19:50:09 +00:00
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2024-02-17 22:54:38 +00:00
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2024-02-18 19:50:09 +00:00
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With ``NodePath`` property
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--------------------------
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2024-02-17 22:54:38 +00:00
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.. code:: gdscript
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@export var cast_path: NodePath
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2024-02-18 19:50:09 +00:00
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func _tick(delta) -> Status:
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var node: ShapeCast3D = scene_root.get_node(cast_path)
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2024-02-18 19:50:09 +00:00
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Using blackboard plan
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---------------------
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2024-02-17 22:54:38 +00:00
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2024-02-18 19:50:09 +00:00
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You can :ref:`create a blackboard variable<editing_plan>` in the editor with the type ``NodePath``
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2024-05-02 17:35:42 +00:00
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and point it to the proper node in the :ref:`BTPlayer<class_BTPlayer>` blackboard plan. By default,
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any ``NodePath`` variable will be replaced with the node instance when the blackboard is instantiated
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at runtime (see :ref:`BlackboardPlan.prefetch_nodepath_vars<class_BlackboardPlan_property_prefetch_nodepath_vars>`).
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.. code:: gdscript
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extends BTCondition
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2024-03-04 15:27:35 +00:00
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@export var shape_var: StringName = &"shape_cast"
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func _tick(delta) -> Status:
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var shape_cast: ShapeCast3D = blackboard.get_var(shape_var)
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The property :ref:`BTPlayer.prefetch_nodepath_vars<class_BTPlayer_property_prefetch_nodepath_vars>` should be set to ``true``.
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