/// <summary> /// more "flow aware" version of calling RequestExecution(this) on owning behavior tree component /// <para>should be used in external events that may change result of CalculateRawConditionValue </para> /// </summary> protected void ConditionalFlowAbort(UBehaviorTreeComponent ownerComp, EBTDecoratorAbortRequest requestMode) => E_UBTDecorator_ConditionalFlowAbort(this, ownerComp, (byte)requestMode);
/// <summary> /// check if child node can execute new subtree /// </summary> public virtual bool CanPushSubtree(UBehaviorTreeComponent ownerComp, byte nodeMemory, int childIdx) => E_UBTCompositeNode_CanPushSubtree(this, ownerComp, nodeMemory, childIdx);
/// <summary> /// wrapper for node instancing: CalculateRawConditionValue /// </summary> public bool WrappedCanExecute(UBehaviorTreeComponent ownerComp, byte nodeMemory) => E_UBTDecorator_WrappedCanExecute(this, ownerComp, nodeMemory);
/// <summary> /// calculates raw, core value of decorator's condition. Should not include calling IsInversed /// </summary> protected virtual bool CalculateRawConditionValue(UBehaviorTreeComponent ownerComp, byte nodeMemory) => E_UBTDecorator_CalculateRawConditionValue(this, ownerComp, nodeMemory);
protected bool CalculateRawConditionValueImpl(UBehaviorTreeComponent ownerComp) => E_UBTDecorator_BlueprintBase_CalculateRawConditionValueImpl(this, ownerComp);
/// <summary> /// return if this decorator should abort in current circumstances /// </summary> public bool GetShouldAbort(UBehaviorTreeComponent ownerComp) => E_UBTDecorator_BlueprintBase_GetShouldAbort(this, ownerComp);
/// <summary> /// wrapper for node instancing: OnCeaseRelevant /// </summary> public void WrappedOnCeaseRelevant(UBehaviorTreeComponent ownerComp, byte nodeMemory) => E_UBTAuxiliaryNode_WrappedOnCeaseRelevant(this, ownerComp, nodeMemory);
protected void WaitForMessage(UBehaviorTreeComponent ownerComp, string messageType, int requestID) => E_UBTTaskNode_WaitForMessage_o1(this, ownerComp, messageType, requestID);
/// <summary> /// called when auxiliary node becomes inactive /// <para>this function should be considered as const (don't modify state of object) if node is not instanced! </para> /// </summary> protected virtual void OnCeaseRelevant(UBehaviorTreeComponent ownerComp, byte nodeMemory) => E_UBTAuxiliaryNode_OnCeaseRelevant(this, ownerComp, nodeMemory);
/// <summary> /// tick function /// <para>this function should be considered as const (don't modify state of object) if node is not instanced! </para> /// </summary> protected virtual void TickNode(UBehaviorTreeComponent ownerComp, byte nodeMemory, float deltaSeconds) => E_UBTAuxiliaryNode_TickNode(this, ownerComp, nodeMemory, deltaSeconds);
/// <summary> /// unregister message observers /// </summary> protected void StopWaitingForMessages(UBehaviorTreeComponent ownerComp) => E_UBTTaskNode_StopWaitingForMessages(this, ownerComp);
/// <summary> /// message handler, default implementation will finish latent execution/abortion /// <para>this function should be considered as const (don't modify state of object) if node is not instanced! </para> /// </summary> protected virtual void OnMessage(UBehaviorTreeComponent ownerComp, byte nodeMemory, string message, int requestID, bool bSuccess) => E_UBTTaskNode_OnMessage(this, ownerComp, nodeMemory, message, requestID, bSuccess);
/// <summary> /// helper function: finishes latent aborting /// </summary> public void FinishLatentAbort(UBehaviorTreeComponent ownerComp) => E_UBTTaskNode_FinishLatentAbort(this, ownerComp);
/// <summary> /// is child execution allowed by decorators? /// </summary> public bool DoDecoratorsAllowExecution(UBehaviorTreeComponent ownerComp, int instanceIdx, int childIdx) => E_UBTCompositeNode_DoDecoratorsAllowExecution(this, ownerComp, instanceIdx, childIdx);
/// <summary> /// wrapper for node instancing: TickNode /// </summary> public void WrappedTickNode(UBehaviorTreeComponent ownerComp, byte nodeMemory, float deltaSeconds) => E_UBTAuxiliaryNode_WrappedTickNode(this, ownerComp, nodeMemory, deltaSeconds);
public FBehaviorTreeSearchData(UBehaviorTreeComponent inOwnerComp) : base(E_CreateStruct_FBehaviorTreeSearchData_UBehaviorTreeComponent(inOwnerComp), false) { }
/// <summary> /// register message observer /// </summary> protected void WaitForMessage(UBehaviorTreeComponent ownerComp, string messageType) => E_UBTTaskNode_WaitForMessage(this, ownerComp, messageType);