<?xml version="1.0" encoding="UTF-8" ?>
<class name="BTState" inherits="LimboState" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
	<brief_description>
		A state node for [LimboHSM] that hosts a [BehaviorTree].
	</brief_description>
	<description>
		BTState is a [LimboState] node that manages a [BehaviorTree] to provide behavior logic for the state. It instantiates and runs the [BehaviorTree] resource, dispatching a state machine event upon [code]SUCCESS[/code] or [code]FAILURE[/code]. Event names are customizable through [member success_event] and [member failure_event]. For further details on state machine events, see [method LimboState.dispatch].
	</description>
	<tutorials>
	</tutorials>
	<methods>
		<method name="get_bt_instance" qualifiers="const">
			<return type="BTInstance" />
			<description>
				Returns the behavior tree instance.
			</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 state machine is initialized. This is typically useful when creating [BTState] nodes dynamically from code.
			</description>
		</method>
	</methods>
	<members>
		<member name="behavior_tree" type="BehaviorTree" setter="set_behavior_tree" getter="get_behavior_tree">
			A [BehaviorTree] resource that defines state behavior.
		</member>
		<member name="failure_event" type="StringName" setter="set_failure_event" getter="get_failure_event" default="&amp;&quot;failure&quot;">
			HSM event that will be dispatched when the behavior tree results in [code]FAILURE[/code]. See [method LimboState.dispatch].
		</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-&gt;Monitors" for each instance of this [BTState] node.
		</member>
		<member name="success_event" type="StringName" setter="set_success_event" getter="get_success_event" default="&amp;&quot;success&quot;">
			HSM event that will be dispatched when the behavior tree results in [code]SUCCESS[/code]. See [method LimboState.dispatch].
		</member>
	</members>
</class>