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