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Pre made Behaviors and Nodes
This is a curated list with some of the more specialized Nodes and Behaviors that are available out of the box in different modules. Soon: new behaviors from GSoC 2019!
stray
, do_random_move
A basic tree for critters. The entity starts the Walk animation, executes the do_random_move
tree, then waits a while in the Stand animation, then repeats.
Results in randomly wandering mobs.
{ sequence : [ set_target_nearby_block, move_to ] }
Short, utilitarian tree. When ran, finds a nearby block and moves towards it.
The target
referred to in the following nodes is the target
variable of the entity's MinionMoveComponent
.
Sets the target to the block the player is currently standing on.
Sets the target to a random reachable block near the entity.
Requests a path towards a block from the Pathfinding system. This Path will be saved as path
in the entity's MinionMoveComponent.
RUNNING
while the path is being searched for
SUCCESS
once a path has been found
FAILURE
if a path can't be found
Moves to the target specified in MinionMoveComponent.
RUNNING
while the actor is moving towards the target
SUCCESS
when the target is reached
Moves along the path
.
Triggers a single jump into the air.
RUNNING
while the jump is in progress
SUCCESS
once the actor lands
Properties: sound
, volume
Plays a sound (wow, really?)
RUNNING
: while sound is playing
SUCCESS
: once sound ends playing
FAILURE
: otherwise
Properties: music
Starts playing music
RUNNING
: while music is playing
SUCCESS
: once music ends playing
FAILURE
: otherwise