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José Rey Méndez edited this page Aug 20, 2018
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Welcome to the AIGraphs documentation! This project is based on the open source project xNode.
AIGraphs is intended to be a visual node editor for AI tools, the first available tools will be Behavior Trees and Finite State Machines. Any AI graph can be run from a game object by just adding the AIGraphRunner
component.
- Create new behavior trees using the context menu asset creation
BT/BehaviorTree
open it and start editing. - You can create your own tasks by inheriting from
BTTaskNode
and overriding theInternalRun
method. This method should return one of the defined states inBTGraphResult
: Success, Failure or Running.- Success and Failure will somehow advance the execution from the behavior tree.
- Running will normally stop the behavior tree execution and continue from the same point on the next execution.
- See examples
DebugVariable
.
- Implement your own composite nodes by inheriting from
BTCompositeNode
.- Override the
ShouldBreakLoop
method to check what the last children returned and decide whether continue execution or not. - Optionally override the
PrepareChildren
method to modify the order in which the children will be executed. - See examples
Selector
,Sequencer
.
- Override the
- Implement your own decorator nodes by inheriting from
BTDecoratorNode
.- Override the
InternalRun
method to run your child node and modify its result or do some extra work with it. - See examples
Inverter
,Succeeder
,Debugger
.
- Override the