35 lines
2.2 KiB
XML
35 lines
2.2 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="BTCooldown" inherits="BTDecorator" version="4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
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<brief_description>
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BT decorator that executes child only if [member cooldown] time passed since previous execution.
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</brief_description>
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<description>
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BT decorator that executes child only if [member cooldown] time passed since previous child task execution.
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Returns [code]RUNNING[/code], when the child returns [code]RUNNING[/code].
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Returns [code]SUCCESS[/code], when the child returns [code]SUCCESS[/code], and triggers the cooldown.
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Returns [code]FAILURE[/code], if the child returns [code]FAILURE[/code] or [member cooldown] time didn't pass since previous execution.
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</description>
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<tutorials>
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</tutorials>
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<members>
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<member name="cooldown_state_var" type="String" setter="set_cooldown_state_var" getter="get_cooldown_state_var" default="""">
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Boolean variable to save cooldown state in the [Blackboard]. If empty, the variable will be automatically created and assigned.
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If variable value is [code]true[/code], the cooldown is triggered.
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Useful to check on cooldown state at a different place in the tree or to share a cooldown state between different parts of the behavior tree.
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</member>
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<member name="duration" type="float" setter="set_duration" getter="get_duration" default="10.0">
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Time to wait before child's another execution is allowed.
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</member>
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<member name="process_pause" type="bool" setter="set_process_pause" getter="get_process_pause" default="false">
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Process cooldown time when [SceneTree] is paused.
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</member>
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<member name="start_cooled" type="bool" setter="set_start_cooled" getter="get_start_cooled" default="false">
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Start on a cooldown, as if the child was executed before the first BT tick.
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</member>
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<member name="trigger_on_failure" type="bool" setter="set_trigger_on_failure" getter="get_trigger_on_failure" default="false">
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Trigger cooldown, if the child also returns [code]FAILURE[/code].
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Otherwise, cooldown will only be triggered when the child returns [code]SUCCESS[/code]
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</member>
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</members>
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</class>
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