<?xml version="1.0" encoding="UTF-8" ?> <class name="BTPlayer" inherits="Node" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd"> <brief_description> Player of [BehaviorTree] resources. </brief_description> <description> [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]. </description> <tutorials> </tutorials> <methods> <method name="get_bt_instance"> <return type="BTInstance" /> <description> Returns the behavior tree instance. </description> </method> <method name="restart"> <return type="void" /> <description> 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]. </description> </method> <method name="set_bt_instance"> <return type="void" /> <param index="0" name="bt_instance" type="BTInstance" /> <description> Sets the [BTInstance] to play. This method is useful when you want to switch to a different behavior tree instance at runtime. See also [method BehaviorTree.instantiate]. </description> </method> <method name="set_scene_root_hint"> <return type="void" /> <param index="0" name="scene_root" type="Node" /> <description> Sets the [Node] that will be used as the scene root for the newly instantiated behavior tree. Should be called before the [BTPlayer] is added to the scene tree (before [code]NOTIFICATION_READY[/code]). This is typically useful when creating [BTPlayer] nodes dynamically from code. </description> </method> <method name="update"> <return type="void" /> <param index="0" name="delta" type="float" /> <description> 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]. </description> </method> </methods> <members> <member name="active" type="bool" setter="set_active" getter="get_active" default="true"> If [code]true[/code], the behavior tree will be executed during update. </member> <member name="agent_node" type="NodePath" setter="set_agent_node" getter="get_agent_node" default="NodePath("..")"> Path to the node that will be used as the agent. Setting it after instantiation will have no effect. </member> <member name="behavior_tree" type="BehaviorTree" setter="set_behavior_tree" getter="get_behavior_tree"> [BehaviorTree] resource to instantiate and execute at runtime. </member> <member name="blackboard" type="Blackboard" setter="set_blackboard" getter="get_blackboard"> Holds data shared by the behavior tree tasks. See [Blackboard]. </member> <member name="blackboard_plan" type="BlackboardPlan" setter="set_blackboard_plan" getter="get_blackboard_plan"> Stores and manages variables that will be used in constructing new [Blackboard] instances. </member> <member name="monitor_performance" type="bool" setter="set_monitor_performance" getter="get_monitor_performance" default="false"> If [code]true[/code], adds a performance monitor to "Debugger->Monitors" for each instance of this [BTPlayer] node. </member> <member name="update_mode" type="int" setter="set_update_mode" getter="get_update_mode" enum="BTPlayer.UpdateMode" default="1"> Determines when the behavior tree is executed. See [enum UpdateMode]. </member> </members> <signals> <signal name="behavior_tree_finished" deprecated="Use [signal updated] signal instead."> <param index="0" name="status" type="int" /> <description> 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]. </description> </signal> <signal name="updated"> <param index="0" name="status" type="int" /> <description> Emitted when BTPlayer has finished the behavior tree update. Argument [param status] holds the status returned by the behavior tree. See [enum BT.Status]. </description> </signal> </signals> <constants> <constant name="IDLE" value="0" enum="UpdateMode"> Execute behavior tree during the idle process. </constant> <constant name="PHYSICS" value="1" enum="UpdateMode"> Execute behavior tree during the physics process. </constant> <constant name="MANUAL" value="2" enum="UpdateMode"> Behavior tree is executed manually by calling [method update]. </constant> </constants> </class>