BT decorator that executes its child task only if [member duration] time has passed since the previous execution.
BTCooldown runs its child task only if [member duration] time has passed since the last successful child task execution. It will only consider successful executions unless [member trigger_on_failure] is set to [code]true[/code].
Returns [code]RUNNING[/code], if the child task results in [code]RUNNING[/code].
Returns [code]SUCCESS[/code], if the child task results in [code]SUCCESS[/code], and triggers the cooldown timer.
Returns [code]FAILURE[/code], if the child task results in [code]FAILURE[/code] or if [member duration] time didn't pass since the previous execution.
A boolean variable used to store the cooldown state in the [Blackboard]. If left empty, the variable will be automatically generated and assigned.
If the variable's value is set to [code]true[/code], it indicates that the cooldown is activated. This feature is useful for checking the cooldown state from other parts of the tree or sharing it among different sections of the [BehaviorTree].
Time to wait before permitting another child's execution.
If [code]true[/code], process cooldown when the [SceneTree] is paused.
If [code]true[/code], initiate a cooldown as if the child had been executed before the first BT tick.
If [code]true[/code], the cooldown will be activated if the child task also returns [code]FAILURE[/code]. Otherwise, the cooldown will only be triggered when the child task returns [code]SUCCESS[/code].