<?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="&"failure""> 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->Monitors" for each instance of this [BTState] node. </member> <member name="success_event" type="StringName" setter="set_success_event" getter="get_success_event" default="&"success""> HSM event that will be dispatched when the behavior tree results in [code]SUCCESS[/code]. See [method LimboState.dispatch]. </member> </members> </class>