limboai/doc_classes/BTPlayer.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="BTPlayer" inherits="Node" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
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<brief_description>
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Player of [BehaviorTree] resources.
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</brief_description>
<description>
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[BTPlayer] node is used to instantiate and play [BehaviorTree] resources at runtime. During initialization, the behavior tree instance is given references to the agent, the [member blackboard], and the current scene root. The agent can be specified by the [member agent_node] property (defaults to the BTPlayer's parent node).
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For an introduction to behavior trees, see [BehaviorTree].
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</description>
<tutorials>
</tutorials>
<methods>
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<method name="get_bt_instance">
<return type="BTInstance" />
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<description>
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Returns the behavior tree instance.
</description>
</method>
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<method name="restart">
<return type="void" />
<description>
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Resets the behavior tree's execution. Each running task will be aborted and the next tree execution will start anew. This method does not reset [Blackboard].
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</description>
</method>
<method name="update">
<return type="void" />
<param index="0" name="delta" type="float" />
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<description>
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Executes the root task of the behavior tree instance if [member active] is [code]true[/code]. Call this method when [member update_mode] is set to [constant MANUAL]. When [member update_mode] is not [constant MANUAL], the [method update] will be called automatically. See [enum UpdateMode].
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</description>
</method>
</methods>
<members>
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<member name="active" type="bool" setter="set_active" getter="get_active" default="true">
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If [code]true[/code], the behavior tree will be executed during update.
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</member>
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<member name="agent_node" type="NodePath" setter="set_agent_node" getter="get_agent_node" default="NodePath(&quot;..&quot;)">
Path to the node that will be used as the agent. Setting it after instantiation will have no effect.
</member>
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<member name="behavior_tree" type="BehaviorTree" setter="set_behavior_tree" getter="get_behavior_tree">
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[BehaviorTree] resource to instantiate and execute at runtime.
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</member>
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<member name="blackboard" type="Blackboard" setter="set_blackboard" getter="get_blackboard">
Holds data shared by the behavior tree tasks. See [Blackboard].
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</member>
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<member name="blackboard_plan" type="BlackboardPlan" setter="set_blackboard_plan" getter="get_blackboard_plan">
Stores and manages variables that will be used in constructing new [Blackboard] instances.
</member>
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<member name="monitor_performance" type="bool" setter="_set_monitor_performance" getter="_get_monitor_performance" default="false">
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If [code]true[/code], adds a performance monitor to "Debugger-&gt;Monitors" for each instance of this [BTPlayer] node.
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</member>
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<member name="update_mode" type="int" setter="set_update_mode" getter="get_update_mode" enum="BTPlayer.UpdateMode" default="1">
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Determines when the behavior tree is executed. See [enum UpdateMode].
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</member>
</members>
<signals>
<signal name="behavior_tree_finished">
<param index="0" name="status" type="int" />
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<description>
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Emitted when the behavior tree has finished executing and returned [code]SUCCESS[/code] or [code]FAILURE[/code].
Argument [param status] holds the status returned by the behavior tree. See [enum BT.Status].
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</description>
</signal>
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<signal name="updated">
<param index="0" name="status" type="int" />
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<description>
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Emitted when BTPlayer has finished the behavior tree update.
Argument [param status] holds the status returned by the behavior tree. See [enum BT.Status].
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</description>
</signal>
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</signals>
<constants>
<constant name="IDLE" value="0" enum="UpdateMode">
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Execute behavior tree during the idle process.
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</constant>
<constant name="PHYSICS" value="1" enum="UpdateMode">
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Execute behavior tree during the physics process.
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</constant>
<constant name="MANUAL" value="2" enum="UpdateMode">
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Behavior tree is executed manually by calling [method update].
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</constant>
</constants>
</class>