public static class PerceptionNodesThe three nodes this assembly adds to the library, and how a file builds them.
Remarks
⚠ Registered rather than declared in BehaviorNodeSchema's own table, because these types are not in Vixen.Ai. The table lives there so that a game loading a .vxbt at run time and the editor authoring one read the same declarations; a node whose implementation is somewhere else has to arrive the same way a project's own node does, which is the mechanism AddDecorator is.
Registering into Default is what puts them in the editor's search popup and gives them an inspector, and it is what a game does once at start-up. A caller that wants them in one tree and not another builds its own schema.
Methods (3)
public static IEnumerable<BehaviorNodeType> Describe()The declarations, for a caller adding them to a schema of its own.
public static BehaviorNodeSchema Register(BehaviorNodeSchema? schema = null)Adds them to a schema.
public static BehaviorTreeResolver Register(BehaviorTreeResolver resolver, PerceptionSystem system)Teaches a resolver to build them.
Used by (1)
- PerceptionNodeTestsVixen.Ai.Perception.Tests