Game Development Reference
In-Depth Information
•
Sequential
:Thisisthemoststraightforwarddecisionnode;itupdatesitschil-
dren in an order until one of them fails.
•
Priority
: This is an action node that lets you set a priority, both when it's run-
ning and before it starts. A priority node will choose a child to run based on
the different priorities of its children.
•
Selector
: This node keeps running through child nodes until one of them re-
turns
true
.
•
Parallel
: This states to have its children nodes run at the same time. This is
a common and useful node, and for cases such as a character walking to a
goal and moving and animating the walk cycle, the entity needs to have a
move and animate decision node running at the same time.
•
Iterator
: This is a
repeat
node; it lets you specify that you want its children
updated, not just once in an update, but a specified number of times.
•
Constraint
: This node lets us define a logical expression, a statement that
returns true or false, to control the tree flow.
•
Custom decision
: Like a custom action, this lets you define a decision node
specific to your game.