Improve docs for LimboHSM & LimboUtility
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Event-based Hierarchical State Machine (HSM).
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</brief_description>
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<description>
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Event-based Hierarchical State Machine (HSM).
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Manages [LimboState] instances and transitions between them. LimboHSM is a [LimboState] itself, and can be a child of another LimboHSM instance.
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Event-based Hierarchical State Machine (HSM) that manages [LimboState] instances and facilitates transitions between them. LimboHSM is a [LimboState] in itself and can also serve as a child of another LimboHSM node.
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</description>
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<tutorials>
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</tutorials>
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<param index="1" name="p_to_state" type="Node" />
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<param index="2" name="p_event" type="String" />
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<description>
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Adds a transition from one state to another when [code]p_event[/code] is dispatched.
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Establishes a transition from one state to another when [code]p_event[/code] is dispatched. Both [code]p_from_state[/code] and [code]p_to_state[/code] must be immediate children of this state.
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</description>
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</method>
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<method name="get_active_state" qualifiers="const">
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<return type="LimboState" />
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<description>
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Returns active state.
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Returns the currently active substate.
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</description>
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</method>
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<method name="get_leaf_state" qualifiers="const">
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<return type="LimboState" />
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<description>
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Returns the leaf state that is currently active in HSM.
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Returns the currently active leaf state within the state machine.
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</description>
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</method>
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<method name="initialize">
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<param index="0" name="p_agent" type="Node" />
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<param index="1" name="p_parent_scope" type="Blackboard" default="null" />
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<description>
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Initializes state and calls [code]_setup[/code] for itself and every substate.
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Initiates the state and calls [code]_setup[/code] for both itself and all substates.
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</description>
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</method>
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<method name="set_active">
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<return type="void" />
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<param index="0" name="p_active" type="bool" />
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<description>
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If [code]true[/code], changes state to [member initial_state] and enables state processing depending on [member update_mode].
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When set to [code]true[/code], switches the state to [member initial_state] and activates state processing according to [member update_mode].
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</description>
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</method>
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<method name="update">
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<return type="void" />
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<param index="0" name="p_delta" type="float" />
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<description>
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Calls [method LimboState._update] on itself and on the active substate. Call propagates down to the leaf state.
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It is called automatically, if [member update_mode] is not set to [constant MANUAL].
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Calls [method LimboState._update] on itself and the active substate, with the call cascading down to the leaf state. This method is automatically triggered if [member update_mode] is not set to [constant MANUAL].
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</description>
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</method>
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</methods>
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<members>
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<member name="ANYSTATE" type="LimboState" setter="" getter="anystate">
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Useful to define a transition from any state.
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Useful for defining a transition from any state.
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</member>
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<member name="initial_state" type="LimboState" setter="set_initial_state" getter="get_initial_state">
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A state that becomes active when state machine is activated by [method set_active] method.
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The substate that becomes active when the state machine is activated using the [method set_active] method. If not explicitly set, the first child of the LimboHSM will be considered the initial state.
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</member>
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<member name="update_mode" type="int" setter="set_update_mode" getter="get_update_mode" enum="LimboHSM.UpdateMode" default="1">
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Determines when state machine is updated. See [enum UpdateMode].
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Specifies when the state machine should be updated. See [enum UpdateMode].
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</member>
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</members>
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<signals>
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<signal name="state_changed">
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<param index="0" name="p_state" type="LimboState" />
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<description>
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Emitted when state is changed.
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Emitted when the currently active substate is switched to a different substate.
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</description>
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</signal>
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</signals>
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<constants>
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<constant name="IDLE" value="0" enum="UpdateMode">
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Update state machine during idle process.
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Update the state machine during the idle process.
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</constant>
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<constant name="PHYSICS" value="1" enum="UpdateMode">
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Update state machine during physics process.
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Update the state machine during the physics process.
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</constant>
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<constant name="MANUAL" value="2" enum="UpdateMode">
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Update state machine manually by calling [method update] from a script.
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Manually update the state machine by calling [method update] from a script.
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</constant>
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</constants>
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</class>
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<return type="String" />
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<param index="0" name="p_variable" type="String" />
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<description>
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Returns a string with a [Blackboard] variable name ready to be displayed or printed to console.
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Produces a string with a [Blackboard] variable name that is formatted for display or console output.
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</description>
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</method>
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<method name="get_status_name" qualifiers="const">
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<return type="String" />
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<param index="0" name="p_status" type="int" />
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<description>
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Returns name of a [BTTask] status code.
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Returns a name of a [BTTask] status code.
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</description>
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</method>
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<method name="get_task_icon" qualifiers="const">
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<return type="Texture2D" />
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<param index="0" name="p_class_or_script_path" type="String" />
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<description>
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Returns the icon texture associated with a task, given its class name or script resource path.
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Returns the icon texture associated with a task based on its class name or script resource path.
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</description>
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</method>
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</methods>
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<constants>
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<constant name="CHECK_EQUAL" value="0" enum="CheckType">
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Equality Check.
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</constant>
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<constant name="CHECK_LESS_THAN" value="1" enum="CheckType">
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Less Than Check.
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</constant>
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<constant name="CHECK_LESS_THAN_OR_EQUAL" value="2" enum="CheckType">
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Less Than or Equal To Check.
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</constant>
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<constant name="CHECK_GREATER_THAN" value="3" enum="CheckType">
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Greater Than Check.
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</constant>
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<constant name="CHECK_GREATER_THAN_OR_EQUAL" value="4" enum="CheckType">
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Greater Than or Equal To Check
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</constant>
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<constant name="CHECK_NOT_EQUAL" value="5" enum="CheckType">
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Inequality Check.
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</constant>
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</constants>
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</class>
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