Improve BTPlayer doc
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@ -187,7 +187,7 @@ void BTPlayer::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "behavior_tree", PROPERTY_HINT_RESOURCE_TYPE, "BehaviorTree"), "set_behavior_tree", "get_behavior_tree");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "update_mode", PROPERTY_HINT_ENUM, "Idle,Physics,Manual"), "set_update_mode", "get_update_mode");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "active"), "set_active", "get_active");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "blackboard", PROPERTY_HINT_NONE, "Blackboard", 0), "", "get_blackboard");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "blackboard", PROPERTY_HINT_NONE, "Blackboard", 0), "set_blackboard", "get_blackboard");
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ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "_blackboard_data", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_INTERNAL), "_set_blackboard_data", "_get_blackboard_data");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "prefetch_nodepath_vars"), "set_prefetch_nodepath_vars", "get_prefetch_nodepath_vars");
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@ -4,7 +4,8 @@
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Player of [BehaviorTree] resources.
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</brief_description>
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<description>
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BTPlayer is used for instantiation and playback of [BehaviorTree] resources at run time.
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BTPlayer node is used for the instantiation and playback of [BehaviorTree] resources at runtime. During instantiation, the behavior tree instance is initialized with a reference to the agent and the [member blackboard]. Agent is the owner of the BTPlayer node (see [member Node.owner]).
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For an introduction to behavior trees, see [BehaviorTree].
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</description>
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<tutorials>
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</tutorials>
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@ -12,74 +13,68 @@
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<method name="get_last_status" qualifiers="const">
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<return type="int" />
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<description>
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Returns last execution status. See [enum BT.Status].
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Returns the behavior tree's last execution status. See [enum BT.Status].
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</description>
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</method>
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<method name="restart">
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<return type="void" />
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<description>
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Cancel execution of the tree and start anew. This method does not reset [Blackboard].
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</description>
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</method>
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<method name="set_blackboard">
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<return type="void" />
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<param index="0" name="p_blackboard" type="Blackboard" />
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<description>
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Assign a [Blackboard] instance.
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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>
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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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Updates the tree by executing the root task. Call this method when [member update_mode] is set to [constant MANUAL]. When [member update_mode] is not set to [constant MANUAL], the tree is updated automatically. See [enum UpdateMode].
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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>
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</method>
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</methods>
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<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], tree is active and will be processed.
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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="behavior_tree" type="BehaviorTree" setter="set_behavior_tree" getter="get_behavior_tree">
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[BehaviorTree] resource to instantiate and process at run time.
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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="" getter="get_blackboard">
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[Blackboard] instance that contains data shared by the tasks in [BehaviorTree].
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<member name="blackboard" type="Blackboard" setter="set_blackboard" getter="get_blackboard">
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Holds data shared by the behavior tree tasks. See [Blackboard].
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</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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Add a performance monitor to "Debugger->Monitors" for each instance of this [BTPlayer].
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If [code]true[/code], adds a performance monitor to "Debugger->Monitors" for each instance of this [BTPlayer] node.
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</member>
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<member name="prefetch_nodepath_vars" type="bool" setter="set_prefetch_nodepath_vars" getter="get_prefetch_nodepath_vars" default="true">
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If [code]true[/code], any NodePath variables in the [Blackboard] are replaced with references during tree instantiation. References are retrieved by calling [method Node.get_node] of BTPlayer.
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If [code]true[/code], any [NodePath] variables in the [Blackboard] are replaced with [Node] references when the tree is instantiated. References are retrieved by calling [method Node.get_node] on the agent instance (agent is the owner of the 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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Defines when BehaviorTree is executed. See [enum UpdateMode].
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Determines when the behavior tree is executed. See [enum UpdateMode].
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</member>
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</members>
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<signals>
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<signal name="behavior_tree_finished">
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<param index="0" name="p_status" type="int" />
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<description>
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Notifies when behavior tree finishes executing and returns [code]SUCCESS[/code] or [code]FAILURE[/code].
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Argument [code]p_status[/code] holds the status returned by the behavior tree.
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Emitted when the behavior tree has finished executing and returned [code]SUCCESS[/code] or [code]FAILURE[/code].
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Argument [code]p_status[/code] holds the status returned by the behavior tree. See [enum BT.Status].
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</description>
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</signal>
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<signal name="updated">
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<param index="0" name="p_status" type="int" />
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<description>
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Emitted when BTPlayer has finished updating/ticking the tree.
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Emitted when BTPlayer has finished the behavior tree update.
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Argument [code]p_status[/code] holds the status returned by the behavior tree. See [enum BT.Status].
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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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Process tree during the idle process.
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Execute behavior tree during the idle process.
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</constant>
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<constant name="PHYSICS" value="1" enum="UpdateMode">
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Process tree during the physics process.
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Execute behavior tree during the physics process.
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</constant>
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<constant name="MANUAL" value="2" enum="UpdateMode">
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Tree is processed manually by calling [method update].
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Behavior tree is executed manually by calling [method update].
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</constant>
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</constants>
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</class>
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@ -6,7 +6,7 @@
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<description>
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Base class for all [BehaviorTree] tasks. A task is a basic building block in a [BehaviorTree] that represents a specific behavior or control flow. Tasks are used to create complex behaviors by combining and nesting them in a hierarchy.
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A task can be one of the following types: action, condition, composite, or decorator. Each type of task has its own corresponding subclass: [BTAction], [BTCondition], [BTDecorator], [BTComposite].
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Tasks perform their work and return their status using the [method _tick] method. Status values are defined in [enum BT.Status]. Tasks can be initialized using the [method _setup] method. See also [method _enter] & [method _exit].
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Tasks perform their work and return their status using the [method _tick] method. Status values are defined in [enum BT.Status]. Tasks can be initialized using the [method _setup] method. See also [method _enter] & [method _exit].
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[b]Note:[/b] Do not extend [code]BTTask[/code] directly for your own tasks. Instead, extend one of the subtypes mentioned above.
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</description>
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<tutorials>
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