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2025-07-03 15:06:34 +08:00

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<?xml version="1.0"?>
<doc>
<assembly>
<name>Behaviour</name>
</assembly>
<members>
<member name="T:DragonLi.Behaviour.BehaviourTree">
<summary>
Runtime Tree asset
</summary>
</member>
<member name="F:DragonLi.Behaviour.BehaviourTree.EntryID">
<summary>
Please do not change this value
</summary>
</member>
<member name="F:DragonLi.Behaviour.BehaviourTree.TreeIDs">
<summary>
Please do not change this value
</summary>
</member>
<member name="F:DragonLi.Behaviour.BehaviourTree.Nodes">
<summary>
Please do not change this value
</summary>
</member>
<member name="F:DragonLi.Behaviour.BehaviourTree.BlackboradValues">
<summary>
Please do not change this value
</summary>
</member>
<member name="F:DragonLi.Behaviour.BehaviourTree.GroupMove">
<summary>
Should group move
</summary>
</member>
<member name="F:DragonLi.Behaviour.BehaviourTree.Scale">
<summary>
CurrentScale
</summary>
</member>
<member name="F:DragonLi.Behaviour.BehaviourTree.NodeRouter">
<summary>
Please do not change this value
</summary>
</member>
<member name="F:DragonLi.Behaviour.BehaviourTree.Root">
<summary>
Root node of this tree
</summary>
</member>
<member name="F:DragonLi.Behaviour.BehaviourTree.isInit">
<summary>
Is this tree init?
</summary>
</member>
<member name="F:DragonLi.Behaviour.BehaviourTree.blackborad">
<summary>
Blackborad shared all node
</summary>
</member>
<member name="M:DragonLi.Behaviour.BehaviourTree.Init">
<summary>
Init tree
</summary>
</member>
<member name="M:DragonLi.Behaviour.BehaviourTree.Update">
<summary>
Call this function every frame
</summary>
</member>
<member name="T:DragonLi.Behaviour.TreeNodeContent">
<summary>
Behaviour tree node content for runtime.
</summary>
</member>
<member name="F:DragonLi.Behaviour.TreeNodeContent.kInvalidID">
<summary>
Invalid ID
</summary>
</member>
<member name="F:DragonLi.Behaviour.TreeNodeContent.kDefaultMaxChildren">
<summary>
Max children count
</summary>
</member>
<member name="F:DragonLi.Behaviour.TreeNodeContent.Id">
<summary>
Node unique id
</summary>
</member>
<member name="F:DragonLi.Behaviour.TreeNodeContent.ClassType">
<summary>
Node inner class name, runtime tree node depends on this
</summary>
</member>
<member name="F:DragonLi.Behaviour.TreeNodeContent.ClassTypeShotcut">
<summary>
Class type shortcut
</summary>
</member>
<member name="F:DragonLi.Behaviour.TreeNodeContent.NodeTitle">
<summary>
Node title
</summary>
</member>
<member name="F:DragonLi.Behaviour.TreeNodeContent.IsEntry">
<summary>
Is entry
</summary>
</member>
<member name="F:DragonLi.Behaviour.TreeNodeContent.IsLeaf">
<summary>
Is leaf node
</summary>
</member>
<member name="F:DragonLi.Behaviour.TreeNodeContent.NeedDelete">
<summary>
Need delete
</summary>
</member>
<member name="F:DragonLi.Behaviour.TreeNodeContent.NodeType">
<summary>
Node type
</summary>
</member>
<member name="F:DragonLi.Behaviour.TreeNodeContent.MaxChildrenCount">
<summary>
Max child count of this node
</summary>
</member>
<member name="F:DragonLi.Behaviour.TreeNodeContent.SeriliazedRect">
<summary>
Rect information of this node in editor
</summary>
</member>
<member name="F:DragonLi.Behaviour.TreeNodeContent.ConstructerInfo">
<summary>
Runtime tree node Constructor information
</summary>
</member>
<member name="F:DragonLi.Behaviour.TreeNodeContent.Parent">
<summary>
Parent node id
</summary>
</member>
<member name="F:DragonLi.Behaviour.TreeNodeContent.Children">
<summary>
Children ids
</summary>
</member>
<member name="P:DragonLi.Behaviour.TreeNodeContent.ParentLineAnchor">
<summary>
Anchor on window top
</summary>
</member>
<member name="P:DragonLi.Behaviour.TreeNodeContent.ChildrenLineAnchor">
<summary>
Anchor on window buttom
</summary>
</member>
<member name="T:DragonLi.Behaviour.Blackboard">
<summary>
Blackborad of behaviour tree.
You can store some value in blackborad, and get it in runtime tree node.
</summary>
</member>
<member name="P:DragonLi.Behaviour.Blackboard.Current">
<summary>
Current executing ActionLeaf.
</summary>
</member>
<member name="P:DragonLi.Behaviour.Blackboard.Item(System.String)">
<summary>
Get value on blackborad by id
</summary>
<param name="id">value id</param>
<returns></returns>
</member>
<member name="M:DragonLi.Behaviour.Blackboard.AddToBlackborad(System.String,DragonLi.Core.DataRow)">
<summary>
Add value to blackborad
</summary>
<param name="key">Value key</param>
<param name="value">Blackborad value</param>
</member>
<member name="M:DragonLi.Behaviour.Blackboard.RemoveFromBlackborad(System.String)">
<summary>
Remove value from blackborad
</summary>
<param name="key">Value key</param>
</member>
<member name="M:DragonLi.Behaviour.Blackboard.Reset">
<summary>
Reset blackbroad
</summary>
</member>
<member name="T:DragonLi.Behaviour.TAny">
<summary>
An Generic data type could convert to any type.
</summary>
</member>
<member name="M:DragonLi.Behaviour.TAny.As``1">
<summary>
Convert this to other type.
</summary>
<typeparam name="T">Type you want to convert</typeparam>
<returns></returns>
</member>
<member name="T:DragonLi.Behaviour.Const">
<summary>
Some setting of BehaviourSystem
</summary>
</member>
<member name="F:DragonLi.Behaviour.Const.SupportConstructorParameterTypes">
<summary>
support data type for Runtime tree node constructor
</summary>
</member>
<member name="T:DragonLi.Behaviour.NodeType">
<summary>
Behaviour Node (Editor mode) Type
</summary>
</member>
<member name="F:DragonLi.Behaviour.NodeType.None">
<summary>
Invalid
</summary>
</member>
<member name="F:DragonLi.Behaviour.NodeType.Entry">
<summary>
Entry(Use for mark tree root node)
</summary>
</member>
<member name="F:DragonLi.Behaviour.NodeType.Precondition">
<summary>
Precondition node
</summary>
</member>
<member name="F:DragonLi.Behaviour.NodeType.Condition">
<summary>
Condition node
</summary>
</member>
<member name="F:DragonLi.Behaviour.NodeType.ActionLeaf">
<summary>
Action leaf node
</summary>
</member>
<member name="F:DragonLi.Behaviour.NodeType.Loop">
<summary>
Loop node
</summary>
</member>
<member name="F:DragonLi.Behaviour.NodeType.Selector">
<summary>
Selector node
</summary>
</member>
<member name="F:DragonLi.Behaviour.NodeType.Sequence">
<summary>
Sequence node
</summary>
</member>
<member name="F:DragonLi.Behaviour.NodeType.Parallel">
<summary>
Parallel node
</summary>
</member>
<member name="T:DragonLi.Behaviour.RunningStatus">
<summary>
Tree node running status
</summary>
</member>
<member name="F:DragonLi.Behaviour.RunningStatus.kExecuting">
<summary>
Executing
</summary>
</member>
<member name="F:DragonLi.Behaviour.RunningStatus.kFinished">
<summary>
Finished
</summary>
</member>
<member name="F:DragonLi.Behaviour.RunningStatus.kTransition">
<summary>
Transition
</summary>
</member>
<member name="M:DragonLi.Behaviour.RunningStatus.IsOK(System.Int32)">
<summary>
Is status ok?
</summary>
<param name="status"></param>
<returns>true if it is ok</returns>
</member>
<member name="M:DragonLi.Behaviour.RunningStatus.IsError(System.Int32)">
<summary>
Is status error?
</summary>
<param name="status"></param>
<returns>true if it is error</returns>
</member>
<member name="M:DragonLi.Behaviour.RunningStatus.IsFinished(System.Int32)">
<summary>
Is status finished?
</summary>
<param name="status"></param>
<returns>true if it is finished</returns>
</member>
<member name="M:DragonLi.Behaviour.RunningStatus.IsExecuting(System.Int32)">
<summary>
Is status executing?
</summary>
<param name="status"></param>
<returns>true if it is executing</returns>
</member>
<member name="T:DragonLi.Behaviour.ActionContext">
<summary>
Node context base class
</summary>
</member>
<member name="T:DragonLi.Behaviour.Action">
<summary>
Base node of all updatable node
</summary>
</member>
<member name="F:DragonLi.Behaviour.Action.UniqueKey">
<summary>
Unique id of this action
</summary>
</member>
<member name="F:DragonLi.Behaviour.Action.precondition">
<summary>
Precondition of this action
</summary>
</member>
<member name="M:DragonLi.Behaviour.Action.#ctor(System.Int32)">
<summary>
Constructor
</summary>
<param name="maxChildCount">Max children count</param>
</member>
<member name="M:DragonLi.Behaviour.Action.Evaluate(DragonLi.Behaviour.Blackboard)">
<summary>
Evaluate this node whether exexcute or not.
</summary>
<param name="data">blackborad</param>
<returns></returns>
</member>
<member name="M:DragonLi.Behaviour.Action.Update(DragonLi.Behaviour.Blackboard)">
<summary>
Update this node.
</summary>
<param name="data">blackborad</param>
<returns>Running Status</returns>
</member>
<member name="M:DragonLi.Behaviour.Action.Transition(DragonLi.Behaviour.Blackboard)">
<summary>
Transit to next.
</summary>
<param name="data"></param>
</member>
<member name="M:DragonLi.Behaviour.Action.SetPrecondition(DragonLi.Behaviour.Precondition)">
<summary>
Set precondition to this node
</summary>
<param name="precondition">Precondition you want to set</param>
<returns>this</returns>
</member>
<member name="M:DragonLi.Behaviour.Action.GetContext``1(DragonLi.Behaviour.Blackboard)">
<summary>
Get this node context
</summary>
<typeparam name="T">Context type</typeparam>
<param name="data">Blackborad</param>
<returns>Context you want to get</returns>
</member>
<member name="M:DragonLi.Behaviour.Action.OnEvaluate(DragonLi.Behaviour.Blackboard)">
<summary>
On evaluate
</summary>
<param name="data">Blackborad</param>
<returns></returns>
</member>
<member name="M:DragonLi.Behaviour.Action.OnUpdate(DragonLi.Behaviour.Blackboard)">
<summary>
On update
</summary>
<param name="data">Blackborad</param>
<returns>Running Status</returns>
</member>
<member name="M:DragonLi.Behaviour.Action.OnTransition(DragonLi.Behaviour.Blackboard)">
<summary>
On rransition
</summary>
<param name="data">Blackborad</param>
</member>
<member name="T:DragonLi.Behaviour.ActionLeaf">
<summary>
Action Leaf
</summary>
</member>
<member name="T:DragonLi.Behaviour.Condition">
<summary>
Base condition node
</summary>
</member>
<member name="T:DragonLi.Behaviour.ConditionLeaf">
<summary>
Condition leaf node
</summary>
</member>
<member name="T:DragonLi.Behaviour.ConditionNot">
<summary>
Condition Not
</summary>
</member>
<member name="T:DragonLi.Behaviour.ConditionOr">
<summary>
Condition Or
</summary>
</member>
<member name="T:DragonLi.Behaviour.ConditionAnd">
<summary>
Condition And
</summary>
</member>
<member name="T:DragonLi.Behaviour.Loop">
<summary>
Loop node
</summary>
</member>
<member name="F:DragonLi.Behaviour.Loop.kInfinity">
<summary>
Means loop forever
</summary>
</member>
<member name="M:DragonLi.Behaviour.Loop.#ctor(System.Int32)">
<summary>
Constructor
</summary>
<param name="loopCount">Loop count, -1 mean infinity </param>
</member>
<member name="M:DragonLi.Behaviour.Loop.SetLoopCount(System.Int32)">
<summary>
Set loop count
</summary>
<param name="count">loop times</param>
<returns>this</returns>
</member>
<member name="T:DragonLi.Behaviour.Parallel">
<summary>
Parallel node
</summary>
</member>
<member name="T:DragonLi.Behaviour.Parallel.ChildrenRelationship">
<summary>
children node relationship
</summary>
</member>
<!-- Badly formed XML comment ignored for member "F:DragonLi.Behaviour.Parallel.ChildrenRelationship.And" -->
<member name="F:DragonLi.Behaviour.Parallel.ChildrenRelationship.Or">
<summary>
||
</summary>
</member>
<member name="M:DragonLi.Behaviour.Parallel.SetEvaluationRelationship(DragonLi.Behaviour.Parallel.ChildrenRelationship)">
<summary>
Set evaluation relationship to this node
</summary>
<param name="v">ChildrenRelationship</param>
<returns>this</returns>
</member>
<member name="M:DragonLi.Behaviour.Parallel.SetRunningStatusRelationship(DragonLi.Behaviour.Parallel.ChildrenRelationship)">
<summary>
Set running status relationship to this node
</summary>
<param name="v">ChildrenRelationship</param>
<returns>this</returns>
</member>
<member name="T:DragonLi.Behaviour.Precondition">
<summary>
Precondition of action node
</summary>
</member>
<member name="M:DragonLi.Behaviour.Precondition.#ctor(System.Int32)">
<summary>
constructor
</summary>
<param name="maxChildCount">Child conditon count</param>
</member>
<member name="M:DragonLi.Behaviour.Precondition.IsTrue(DragonLi.Behaviour.Blackboard)">
<summary>
override this function to check whether this condition is true or false.
</summary>
<param name="data"></param>
<returns></returns>
</member>
<member name="T:DragonLi.Behaviour.PreconditionLeaf">
<summary>
Condition with no child condition
</summary>
</member>
<member name="T:DragonLi.Behaviour.PreconditionUnary">
<summary>
Condition one child condition
</summary>
</member>
<member name="T:DragonLi.Behaviour.PreconditionBinary">
<summary>
Condition two child condition
</summary>
</member>
<member name="T:DragonLi.Behaviour.PreconditionTRUE">
<summary>
Condition true
</summary>
</member>
<member name="T:DragonLi.Behaviour.PreconditionFALSE">
<summary>
Condition false
</summary>
</member>
<member name="T:DragonLi.Behaviour.PreconditionNOT">
<summary>
Condition not
</summary>
</member>
<member name="T:DragonLi.Behaviour.PreconditionAND">
<summary>
Condition and
</summary>
</member>
<member name="T:DragonLi.Behaviour.PreconditionOR">
<summary>
Condition or
</summary>
</member>
<member name="T:DragonLi.Behaviour.PreconditionXOR">
<summary>
Condition xor
</summary>
</member>
<member name="T:DragonLi.Behaviour.Selector">
<summary>
Selector with Priority
</summary>
</member>
<member name="T:DragonLi.Behaviour.Sequence">
<summary>
Sequence node
</summary>
</member>
<member name="M:DragonLi.Behaviour.Sequence.SetContinueIfErrorOccors(System.Boolean)">
<summary>
Set whether contiune execute if error happens.
</summary>
<param name="v"></param>
<returns>this</returns>
</member>
<member name="T:DragonLi.Behaviour.TreeNode">
<summary>
Base class for all runtime bahaviour tree node
</summary>
</member>
<member name="M:DragonLi.Behaviour.TreeNode.#ctor(System.Int32)">
<summary>
constructor
</summary>
<param name="maxChildCount">max child count</param>
</member>
<member name="M:DragonLi.Behaviour.TreeNode.AddChild(DragonLi.Behaviour.TreeNode)">
<summary>
Add child to this node
</summary>
<param name="node">node you want to add</param>
<returns>this</returns>
</member>
<member name="M:DragonLi.Behaviour.TreeNode.GetChildCount">
<summary>
Get child count of this node
</summary>
<returns>count of children</returns>
</member>
<member name="M:DragonLi.Behaviour.TreeNode.IsIndexValid(System.Int32)">
<summary>
is child index valid
</summary>
<param name="index">index</param>
<returns>true if is valid</returns>
</member>
<member name="M:DragonLi.Behaviour.TreeNode.GetChild``1(System.Int32)">
<summary>
Get child bt index and convert to target type
</summary>
<typeparam name="T">Type you want to convert</typeparam>
<param name="index">Child index</param>
<returns>Child you want to get, return null if not found.</returns>
</member>
<member name="P:DragonLi.Behaviour.IBehaviour.Behaviour">
<summary>
Behaviour tree
</summary>
</member>
<member name="T:DragonLi.Behaviour.BehaviourConstructor">
<summary>
Runtime Behaviour tree node constructor information. (for reflection)
</summary>
</member>
<member name="F:DragonLi.Behaviour.BehaviourConstructor.Paramters">
<summary>
Constructor parameters
</summary>
</member>
<member name="F:DragonLi.Behaviour.BehaviourConstructor.ParameterValues">
<summary>
Constructor parameters' value
</summary>
</member>
<member name="M:DragonLi.Behaviour.BehaviourConstructor.InitParameterValues">
<summary>
pass value to ParameterValues
</summary>
</member>
<member name="M:DragonLi.Behaviour.BehaviourConstructor.CheckValid">
<summary>
Check this constructor of behaviour is valid for create.
</summary>
<returns></returns>
</member>
<member name="M:DragonLi.Behaviour.BehaviourConstructor.OnAfterDeserialize">
<summary>
For unity serialization
</summary>
</member>
<member name="M:DragonLi.Behaviour.BehaviourConstructor.OnBeforeSerialize">
<summary>
For unity serialization
</summary>
</member>
<member name="T:DragonLi.Behaviour.BehaviourUtils">
<summary>
Tools for behaviour editor and runtime functions
</summary>
</member>
<member name="M:DragonLi.Behaviour.BehaviourUtils.GetTreenodeType(DragonLi.Behaviour.TreeNode)">
<summary>
Get tree node ( Editor mode ) by runtime tree node
</summary>
<param name="node">Runtime tree node</param>
<returns>tree node ( Editor mode ) type</returns>
</member>
<member name="M:DragonLi.Behaviour.BehaviourUtils.CreateNode(System.Type,DragonLi.Behaviour.BehaviourConstructor)">
<summary>
Create runtime tree node by class type and constructor information
</summary>
<param name="value">runtime tree node class type</param>
<param name="constructor">runtime tree node constructor information, leave if null if node has default constructor</param>
<returns></returns>
</member>
</members>
</doc>