Improve docs for BTAction, BTComment, BTComposite and BTCondition
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="BTAction" inherits="BTTask" version="4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
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<brief_description>
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Base class for BT actions.
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Base class for all [BehaviorTree] actions.
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</brief_description>
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<description>
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Base class for all behavior tree actions. Extend [code]BTAction[/code] to create your own actions.
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Represents a specific action or behavior in a [BehaviorTree] that the agent should perform. It is the lowest level of the [BehaviorTree] hierarchy and is responsible for carrying out the actual work required to achieve a goal. Actions cannot have child tasks.
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Actions performs a task in one or multiple ticks. Actions return [code]RUNNING[/code] status, when it takes more than one tick to perform a task. When a task is finished an action returns [code]SUCCESS[/code] or [code]FAILURE[/code].
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Base class for all actions within a [BehaviorTree]. You can create your own actions by extending the [code]BTAction[/code] class.
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Represents a specific behavior or action in a [BehaviorTree] that an agent should execute. Actions are the lowest level of the [BehaviorTree] hierarchy and are responsible for performing the actual work required to achieve a goal. Actions do not have child tasks.
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A single action can perform a task within one or multiple ticks. If it takes more than one tick to complete the task, the action should return [code]RUNNING[/code] status. When the task is finished, the action returns either [code]SUCCESS[/code] or [code]FAILURE[/code] to indicate the outcome.
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</description>
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<tutorials>
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</tutorials>
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="BTComment" inherits="BTTask" version="4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
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<brief_description>
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BTComment adds annotations or explanatory notes to the [BehaviorTree].
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BTComment adds annotations or explanatory notes to a [BehaviorTree].
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</brief_description>
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<description>
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BTComment adds annotations or explanatory notes to the [BehaviorTree].
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Comments are not executed as part of the tree. They are removed from runtime instances of the [BehaviorTree].
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BTComment is used to add annotations or explanatory notes to a [BehaviorTree].
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Comments are not executed as part of the tree and are removed from runtime instances of the [BehaviorTree].
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</description>
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<tutorials>
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</tutorials>
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Base class for BT composite tasks.
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</brief_description>
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<description>
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Base class for all behavior tree composite tasks. Extend [code]BTComposite[/code] to create your own.
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Composite is a control task in a [BehaviorTree] that contains one or more child tasks. It defines the structure and flow of the [BehaviorTree] by specifying how child tasks are executed. It can be used to group related tasks into a single unit, making it easier to manage and maintain the [BehaviorTree]. Examples of [BehaviorTree] composites include [BTSelector], [BTSequence], and [BTParallel].
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Base class for all [BehaviorTree] composite tasks. You can create your own composite tasks by extending the BTComposite class.
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Composite is a control task within a [BehaviorTree] that contains one or more child tasks. It defines the structure and flow of the [BehaviorTree] by specifying how child tasks are executed. Composites can be used to group related tasks into a single unit, making it easier to manage and maintain the [BehaviorTree]. Examples of [BehaviorTree] composites include [BTSelector], [BTSequence], and [BTParallel].
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</description>
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<tutorials>
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</tutorials>
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Base class for BT conditions.
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</brief_description>
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<description>
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Base class for all [BehaviorTree] conditions. Extend [code]BTCondition[/code] to create your own conditions.
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Condition is a task in a [BehaviorTree] that checks for a specific condition before executing subsequent tasks and often used inside composite tasks to control the execution flow. It is used to verify the state of the environment, check for the presence of an enemy, or evaluate the health status of the agent. The use of [BehaviorTree] condition tasks can improve the efficiency of the system and avoid unnecessary actions. However, it may not be suitable for complex decision-making processes, and too many condition tasks can make the [BehaviorTree] difficult to read.
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Conditions usually don't take multiple ticks to finish and return [code]SUCCESS[/code] or [code]BT.FAILURE[/code] immeditely.
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Base class for all [BehaviorTree] conditions. You can create your own conditions by extending the [code]BTCondition[/code] class.
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Condition is a task within a [BehaviorTree] that checks for a specific condition before executing subsequent tasks. It is often used inside composite tasks to control the execution flow. Conditions are used to verify the state of the environment, check for the presence of an enemy, or evaluate the health status of the agent. The use of condition tasks in a [BehaviorTree] can improve system efficiency and prevent unnecessary actions. However, they may not be suitable for complex decision-making processes, and too many condition tasks can make the [BehaviorTree] difficult to read.
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Conditions typically don't take multiple ticks to finish and return either [code]SUCCESS[/code] or [code]FAILURE[/code] immediately.
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</description>
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<tutorials>
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</tutorials>
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