Doc: Add accessing-nodes page
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.. _accessing_nodes:
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Accessing nodes in the scene tree
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=================================
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There are several ways to access nodes in the agent's scene tree (agent is the owner of :ref:`BTPlayer<class_BTPlayer>` node):
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1. You can export a :ref:`BBNode<class_BBNode>` variable:
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.. code:: gdscript
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@export var cast: BBNode
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func _tick(delta) -> Status:
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var node: ShapeCast3D = cast.get_value(agent, blackboard)
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2. You can export a ``NodePath``
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.. code:: gdscript
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@export var cast_path: NodePath
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var _shape_cast: ShapeCast3D
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func _setup() -> void:
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_shape_cast = agent.get_node(cast_path)
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3. You can :ref:`create a blackboard variable<editing_plan>` in the editor with the type ``NodePath``
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and point it to the proper node in the :ref:`BTPlayer<class_BTPlayer>` blackboard plan.
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.. code:: gdscript
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extends BTCondition
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@export var shape_var: String = "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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@ -35,6 +35,8 @@ Here's an example of how you can interact with the :ref:`Blackboard<class_Blackb
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**🛈 Note:** The variable doesn't need to exist when you set it.
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.. _editing_plan:
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Editing the Blackboard Plan
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---------------------------
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@ -44,6 +44,7 @@ the other any time. For more information on this topic, see :ref:`gdextension`.
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getting-started/using-blackboard
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getting-started/gdextension
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getting-started/c-sharp
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getting-started/accessing-nodes
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getting-started/featured-classes
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.. toctree::
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