Player of [BehaviorTree] resources.
[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).
For an introduction to behavior trees, see [BehaviorTree].
Returns the behavior tree instance.
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].
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].
If [code]true[/code], the behavior tree will be executed during update.
Path to the node that will be used as the agent. Setting it after instantiation will have no effect.
[BehaviorTree] resource to instantiate and execute at runtime.
Holds data shared by the behavior tree tasks. See [Blackboard].
Stores and manages variables that will be used in constructing new [Blackboard] instances.
If [code]true[/code], adds a performance monitor to "Debugger->Monitors" for each instance of this [BTPlayer] node.
Determines when the behavior tree is executed. See [enum UpdateMode].
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].
Emitted when BTPlayer has finished the behavior tree update.
Argument [param status] holds the status returned by the behavior tree. See [enum BT.Status].
Execute behavior tree during the idle process.
Execute behavior tree during the physics process.
Behavior tree is executed manually by calling [method update].