Demo

Steps To Test Through All Functionalities of Bt Engine Scripting API

1. Create a New Unity Project and Copy All the Files To the Unity Project
2. Setup All Behavior Trees’ Node Game Objects and Node C# Scripts in Unity
3. Attach the BtEng/BtEngineDemoGUI.cs Script Component To a Game Object in Unity Editor
4. Open Bt Studio to View the Tree and Forest Diagrams; Open your IDE to View the Created Node C# Scripts
5. Start To Test Through All Functionalities of Bt Engine API

1. Create a New Unity Project and Copy All the Files to the Unity Project

After copying all the files that came along with BtEngineSDK, the Unity project file structure should look like this:

./AForest.xml
./ATree00.xml
./ATree10.xml
./ATree11.xml
./ATree20.xml
./ATree21.xml
./ATree22.xml
./Assets/BtEng/BtEngLib.dll
./Assets/BtEng/BtEngLib.XML
./Assets/BtEng/NewForestNode.cs
./Assets/BtEng/NewTreeRootNode.cs
./Assets/BtEng/NewDecoratorNode.cs
./Assets/BtEng/NewConditionNode.cs
./Assets/BtEng/NewActionNode.cs
./Assets/BtEng/BtEngineDemoGUI.cs
./Assets/Plugins/bteng.dll

2. Setup All Behavior Trees’ Node Game Objects and Node C# Scripts in Unity

Click the Unity Editor menu:
Window->Bt Engine->Setup All Behavior Trees->1. Create All Node Game Objects and Node C# Scripts From Behavior Forest Xml.

1st_click

Select the node game object hierarchy level to create all essential node game objects. For demonstration purpose, we select the most detailed level, e.g., the “Node Level”, to create the full hierarchy of node game objects.

Select the node name option. Since our node names are already distinct when designed from Bt Studio, we don’t need to append redundant composite indices to make those names distinct in Unity. Select “No”.

Select the AForest.xml file to open.

select_AForest

Select a folder to save all new node scripts.

new_node_scripts_folder

It will take a couple seconds to generate all the required files.

After the task was done, the generated node game object hierarchy in Unity Editor and C# scripts should look like this:

1st_click_res

Click the Unity Editor menu:
Window->Bt Engine->Setup All Behavior Trees-> 2. Add All Node C# Script Components To Node Game Objects From Behavior Forest Xml.

2nd_click

Select the node game object hierarchy level to add node C# script components. Since we already created a full hierarchy of node game objects, we select the most detailed level, e.g., “Node Level”, to add each C# script component to the corresponding node game object that has identical name.

Select the node name option. Since we didn’t append composite indices to those names of node game objects and C# scripts, select “No” to not to append composite indices to node names to lookup and connect node game objects and C# script components.

Select the AForest.xml file to open.

select_AForest_2

After the task was done, each node game object in the hierarchy should have its corresponding node C# script component attached.

2nd_click_res

3. Attach the BtEng/BtEngineDemoGUI.cs Script Component To a Game Object in Unity Editor

In Unity Editor, drag and drop the ./Assets/BtEng/BtEngineDemoGUI.cs script to an active game object in the Hierarchy tab. For example, the “AForest.xml” game object.

attach_demo_gui_modified

4. Open Bt Studio to View the Tree and Forest Diagrams; Open your IDE to View the Created Node C# Scripts

Open Bt Studio to view those demo tree/forest diagrams.

open_btstudio

Open your IDE to view those node C# scripts. Those generated node C# scripts were copied from the NewForestNodeNewTreeRootNode, NewDecoratorNode, NewConditionNode and NewActionNode scripts with new node names.

open_ide

5. Start To Test Through All Functionalities of Bt Engine API

Run Unity.

easy_demo

In the BtEngineDemoGUI.cs, Bt Engine will set the AForest.xml as the forest file. BtEngine.Update will be called once per frame. BtEngine.Shutdown will be called when the Unity application quits anyway.

By default, the DecoratorNode.OnExecuteDecoratorNode.OnReportConditionNode.OnTest, and ActionNode.OnStep operations may repeat for random times of frames, and only DecoratorNode.OnExecute and ConditionNode.OnTest operations return a random node status when done repeat.

Every operation in the demo GUI should get invoked immediately when you click on it. Refer to the following table for the meaning of the demo GUI label and corresponding operations from Bt Engine API.

Name By Name(N)/Index(I) Invoked Function Return
Start (Starts Bt Engine)
    BtEngine.Start() Boolean
 Shutdown (Shuts down Bt Engine)
    BtEngine.Shutdown() Boolean
 IsOn (Determines if Bt Engine is on or not)
    BtEngine.IsOn() Boolean
 Load (Asynchronously loads a forest or a tree)
All N/I BtEngine.LoadAll(true) Boolean
Forest0 N BtEngine.Load(“Forest0”, true) Boolean
I BtEngine.Load(0, true) Boolean
Forest1 N BtEngine.Load(“Forest1”, true) Boolean
I BtEngine.Load(1, true) Boolean
Forest2 N BtEngine.Load(“Forest2”, true) Boolean
I BtEngine.Load(2, true) Boolean
Tree00 N BtEngine.Load(“Forest0”, “Tree00”, true) Boolean
I BtEngine.Load(0, 0, true) Boolean
Tree10 N BtEngine.Load(“Forest1”, “Tree10”, true) Boolean
I BtEngine.Load(1, 0, true) Boolean
Tree11 N BtEngine.Load(“Forest1”, “Tree11”, true) Boolean
I BtEngine.Load(1, 1, true) Boolean
Tree20 N BtEngine.Load(“Forest2”, “Tree20”, true) Boolean
I BtEngine.Load(2, 0, true) Boolean
Tree21 N BtEngine.Load(“Forest2”, “Tree21”, true) Boolean
I BtEngine.Load(2, 1, true) Boolean
Tree22 N BtEngine.Load(“Forest2”, “Tree22”, true) Boolean
I BtEngine.Load(2, 2, true) Boolean
Destroy (Asynchronously deletes a forest instance or a tree instance)
All N/I BtEngine.DestroyAll(true) Boolean
Forest0 N BtEngine.Destroy(“Forest0”, true) Boolean
I BtEngine.Destroy(0, true) Boolean
Forest1 N BtEngine.Destroy(“Forest1”, true) Boolean 
I BtEngine.Destroy(1, true) Boolean
Forest2 N BtEngine.Destroy(“Forest2”, true) Boolean
I BtEngine.Destroy(2, true) Boolean
Tree00 N BtEngine.Destroy(“Forest0”, “Tree00”, true) Boolean
I BtEngine.Destroy(0, 0, true) Boolean
Tree10 N BtEngine.Destroy(“Forest1”, “Tree10”, true) Boolean
I BtEngine.Destroy(1, 0, true) Boolean
Tree11 N BtEngine.Destroy(“Forest1”, “Tree11”, true) Boolean
I BtEngine.Destroy(1, 1, true) Boolean
Tree20 N BtEngine.Destroy(“Forest2”, “Tree20”, true) Boolean
I BtEngine.Destroy(2, 0, true) Boolean
Tree21 N BtEngine.Destroy(“Forest2”, “Tree21”, true) Boolean
I BtEngine.Destroy(2, 1, true) Boolean
Tree22 N BtEngine.Destroy(“Forest2”, “Tree22”, true) Boolean
I BtEngine.Destroy(2, 2, true) Boolean
Play (Asynchronously starts to execute a forest instance or a tree instance with previously specified target loop count (0 by default) and basic play mode (StopByExecuteLoopCount by default))
All N/I BtEngine.PlayAll() Boolean
Forest0 N BtEngine.Play(“Forest0”) Boolean
I BtEngine.Play(0) Boolean
Forest1 N BtEngine.Play(“Forest1”) Boolean
I BtEngine.Play(1) Boolean
Forest2 N BtEngine.Play(“Forest2”) Boolean
I BtEngine.Play(2) Boolean
Tree00 N BtEngine.Play(“Forest0”, “Tree00”) Boolean
I BtEngine.Play(0, 0) Boolean
Tree10 N BtEngine.Play(“Forest1”, “Tree10”) Boolean
I BtEngine.Play(1, 0) Boolean
Tree11 N BtEngine.Play(“Forest1”, “Tree11”) Boolean
I BtEngine.Play(1, 1) Boolean
Tree20 N BtEngine.Play(“Forest2”, “Tree20”) Boolean
I BtEngine.Play(2, 0) Boolean
Tree21 N BtEngine.Play(“Forest2”, “Tree21”) Boolean
I BtEngine.Play(2, 1) Boolean
Tree22 N BtEngine.Play(“Forest2”, “Tree22”) Boolean
I BtEngine.Play(2, 2) Boolean
Play0Exec (Asynchronously starts to execute a forest instance or a tree instance with target loop count 0 for an infinite loop and BasicPlayMode.StopByExecuteLoopCount)
All N/I BtEngine.PlayAll(0, BasicPlayMode.StopByExecuteLoopCount) Boolean
Forest0 N BtEngine.Play(“Forest0”, 0, BasicPlayMode.StopByExecuteLoopCount) Boolean
I BtEngine.Play(0, 0, BasicPlayMode.StopByExecuteLoopCount) Boolean
Forest1 N BtEngine.Play(“Forest1”, 0, BasicPlayMode.StopByExecuteLoopCount) Boolean
I BtEngine.Play(1, 0, BasicPlayMode.StopByExecuteLoopCount) Boolean
Forest2 N BtEngine.Play“Forest2”, 0, BasicPlayMode.StopByExecuteLoopCount) Boolean
I BtEngine.Play(2, 0, BasicPlayMode.StopByExecuteLoopCount) Boolean
Tree00 N BtEngine.Play(“Forest0”, “Tree00”, 0, BasicPlayMode.StopByExecuteLoopCount) Boolean
I BtEngine.Play(0, 0, 0, BasicPlayMode.StopByExecuteLoopCount) Boolean
Tree10 N BtEngine.Play(“Forest1”, “Tree10”, 0, BasicPlayMode.StopByExecuteLoopCount) Boolean
I BtEngine.Play(1, 0, 0, BasicPlayMode.StopByExecuteLoopCount) Boolean
Tree11 N BtEngine.Play(“Forest1”, “Tree11”, 0, BasicPlayMode.StopByExecuteLoopCount) Boolean
I BtEngine.Play(1, 1, 0, BasicPlayMode.StopByExecuteLoopCount) Boolean
Tree20 N BtEngine.Play(“Forest2”, “Tree20”, 0, BasicPlayMode.StopByExecuteLoopCount) Boolean
I BtEngine.Play(2, 0, 0, BasicPlayMode.StopByExecuteLoopCount) Boolean
Tree21 N BtEngine.Play(“Forest2”, “Tree21”, 0, BasicPlayMode.StopByExecuteLoopCount) Boolean
I BtEngine.Play(2, 1, 0, BasicPlayMode.StopByExecuteLoopCount) Boolean
Tree22 N BtEngine.Play(“Forest2”, “Tree22”, 0, BasicPlayMode.StopByExecuteLoopCount) Boolean
I BtEngine.Play(2, 2, 0, BasicPlayMode.StopByExecuteLoopCount) Boolean
Play1Exec (Asynchronously starts to execute a forest instance or a tree instance with target loop count 1 and BasicPlayMode.StopByExecuteLoopCount)
All N/I BtEngine.PlayAll(1, BasicPlayMode.StopByExecuteLoopCount) Boolean
Forest0 N BtEngine.Play(“Forest0”, 1, BasicPlayMode.StopByExecuteLoopCount) Boolean
I BtEngine.Play(0, 1, BasicPlayMode.StopByExecuteLoopCount) Boolean
Forest1 N BtEngine.Play(“Forest1”, 1, BasicPlayMode.StopByExecuteLoopCount) Boolean
I BtEngine.Play(1, 1, BasicPlayMode.StopByExecuteLoopCount) Boolean
Forest2 N BtEngine.Play(“Forest2”, 1, BasicPlayMode.StopByExecuteLoopCount) Boolean
I BtEngine.Play(2, 1, BasicPlayMode.StopByExecuteLoopCount) Boolean
Tree00 N BtEngine.Play(“Forest0”, “Tree00”, 1, BasicPlayMode.StopByExecuteLoopCount) Boolean
I BtEngine.Play(0, 0, 1, BasicPlayMode.StopByExecuteLoopCount) Boolean
Tree10 N BtEngine.Play(“Forest1”, “Tree10”, 1, BasicPlayMode.StopByExecuteLoopCount) Boolean
I BtEngine.Play(1, 0, 1, BasicPlayMode.StopByExecuteLoopCount) Boolean
Tree11 N BtEngine.Play(“Forest1”, “Tree11”, 1, BasicPlayMode.StopByExecuteLoopCount) Boolean
I BtEngine.Play(1, 1, 1, BasicPlayMode.StopByExecuteLoopCount) Boolean
Tree20 N BtEngine.Play(“Forest2”, “Tree20”, 1, BasicPlayMode.StopByExecuteLoopCount) Boolean
I BtEngine.Play(2, 0, 1, BasicPlayMode.StopByExecuteLoopCount) Boolean
Tree21 N BtEngine.Play(“Forest2”, “Tree21”, 1, BasicPlayMode.StopByExecuteLoopCount) Boolean
I BtEngine.Play(2, 1, 1, BasicPlayMode.StopByExecuteLoopCount) Boolean
Tree22 N BtEngine.Play(“Forest2”, “Tree22”, 1, BasicPlayMode.StopByExecuteLoopCount) Boolean
I BtEngine.Play(2, 2, 1, BasicPlayMode.StopByExecuteLoopCount) Boolean
Play1Rprt (Asynchronously starts to execute a forest instance or a tree instance with target loop count 1 and BasicPlayMode.StopByReportLoopCount)
All N/I BtEngine.PlayAll(1, BasicPlayMode.StopByReportLoopCount) Boolean
Forest0 N BtEngine.Play(“Forest0”, 1, BasicPlayMode.StopByReportLoopCount) Boolean
I BtEngine.Play(0, 1, BasicPlayMode.StopByReportLoopCount) Boolean
Forest1 N BtEngine.Play(“Forest1”, 1, BasicPlayMode.StopByReportLoopCount) Boolean
I BtEngine.Play(1, 1, BasicPlayMode.StopByReportLoopCount) Boolean
Forest2 N BtEngine.Play(“Forest2”, 1, BasicPlayMode.StopByReportLoopCount) Boolean
I BtEngine.Play(2, 1, BasicPlayMode.StopByReportLoopCount) Boolean
Tree00 N BtEngine.Play(“Forest0”, “Tree00”, 1, BasicPlayMode.StopByReportLoopCount) Boolean
I BtEngine.Play(0, 0, 1, BasicPlayMode.StopByReportLoopCount) Boolean
Tree10 N BtEngine.Play(“Forest1”, “Tree10”, 1, BasicPlayMode.StopByReportLoopCount) Boolean
I BtEngine.Play(1, 0, 1, BasicPlayMode.StopByReportLoopCount) Boolean
Tree11 N BtEngine.Play(“Forest1”, “Tree11”, 1, BasicPlayMode.StopByReportLoopCount) Boolean
I BtEngine.Play(1, 1, 1, BasicPlayMode.StopByReportLoopCount) Boolean
Tree20 N BtEngine.Play(“Forest2”, “Tree20”, 1, BasicPlayMode.StopByReportLoopCount) Boolean
I BtEngine.Play(2, 0, 1, BasicPlayMode.StopByReportLoopCount) Boolean
Tree21 N BtEngine.Play(“Forest2”, “Tree21”, 1, BasicPlayMode.StopByReportLoopCount) Boolean
I BtEngine.Play(2, 1, 1, BasicPlayMode.StopByReportLoopCount) Boolean
Tree22 N BtEngine.Play(“Forest2”, “Tree22”, 1, BasicPlayMode.StopByReportLoopCount) Boolean
I BtEngine.Play(2, 2, 1, BasicPlayMode.StopByReportLoopCount) Boolean
Play1RprtS (Asynchronously starts to execute a forest instance or a tree instance with target loop count 1 and BasicPlayMode.StopByReportSuccessLoopCount)
All N/I BtEngine.PlayAll(1, BasicPlayMode.StopByReportSuccessLoopCount) Boolean
Forest0 N BtEngine.Play(“Forest0”, 1, BasicPlayMode.StopByReportSuccessLoopCount) Boolean
I BtEngine.Play(0, 1, BasicPlayMode.StopByReportSuccessLoopCount) Boolean
Forest1 N BtEngine.Play(“Forest1”, 1, BasicPlayMode.StopByReportSuccessLoopCount) Boolean
I BtEngine.Play(1, 1, BasicPlayMode.StopByReportSuccessLoopCount) Boolean
Forest2 N BtEngine.Play(“Forest2”, 1, BasicPlayMode.StopByReportSuccessLoopCount) Boolean
I BtEngine.Play(2, 1, BasicPlayMode.StopByReportSuccessLoopCount) Boolean
Tree00 N BtEngine.Play(“Forest0”, “Tree00”, 1, BasicPlayMode.StopByReportSuccessLoopCount) Boolean
I BtEngine.Play(0, 0, 1, BasicPlayMode.StopByReportSuccessLoopCount) Boolean
Tree10 N BtEngine.Play(“Forest1”, “Tree10”, 1, BasicPlayMode.StopByReportSuccessLoopCount) Boolean
I BtEngine.Play(1, 0, 1, BasicPlayMode.StopByReportSuccessLoopCount) Boolean
Tree11 N BtEngine.Play(“Forest1”, “Tree11”, 1, BasicPlayMode.StopByReportSuccessLoopCount) Boolean
I BtEngine.Play(1, 1, 1, BasicPlayMode.StopByReportSuccessLoopCount) Boolean
Tree20 N BtEngine.Play(“Forest2”, “Tree20”, 1, BasicPlayMode.StopByReportSuccessLoopCount) Boolean
I BtEngine.Play(2, 0, 1, BasicPlayMode.StopByReportSuccessLoopCount) Boolean
Tree21 N BtEngine.Play(“Forest2”, “Tree21”, 1, BasicPlayMode.StopByReportSuccessLoopCount) Boolean
I BtEngine.Play(2, 1, 1, BasicPlayMode.StopByReportSuccessLoopCount) Boolean
Tree22 N BtEngine.Play(“Forest2”, “Tree22”, 1, BasicPlayMode.StopByReportSuccessLoopCount) Boolean
I BtEngine.Play(2, 2, 1, BasicPlayMode.StopByReportSuccessLoopCount) Boolean
Play1RprtF (Asynchronously starts to execute a forest instance or a tree instance with target loop count 1 and BasicPlayMode.StopByReportFailureLoopCount)
All N/I BtEngine.PlayAll(1, BasicPlayMode.StopByReportFailureLoopCount) Boolean
Forest0 N BtEngine.Play(“Forest0”, 1, BasicPlayMode.StopByReportFailureLoopCount) Boolean
I BtEngine.Play(0, 1, BasicPlayMode.StopByReportFailureLoopCount) Boolean
Forest1 N BtEngine.Play(“Forest1”, 1, BasicPlayMode.StopByReportFailureLoopCount) Boolean
I BtEngine.Play(1, 1, BasicPlayMode.StopByReportFailureLoopCount) Boolean
Forest2 N BtEngine.Play(“Forest2”, 1, BasicPlayMode.StopByReportFailureLoopCount) Boolean
I BtEngine.Play(2, 1, BasicPlayMode.StopByReportFailureLoopCount) Boolean
Tree00 N BtEngine.Play(“Forest0”, “Tree00”, 1, BasicPlayMode.StopByReportFailureLoopCount) Boolean
I BtEngine.Play(0, 0, 1, BasicPlayMode.StopByReportFailureLoopCount) Boolean
Tree10 N BtEngine.Play(“Forest1”, “Tree10”, 1, BasicPlayMode.StopByReportFailureLoopCount) Boolean
I BtEngine.Play(1, 0, 1, BasicPlayMode.StopByReportFailureLoopCount) Boolean
Tree11 N BtEngine.Play(“Forest1”, “Tree11”, 1, BasicPlayMode.StopByReportFailureLoopCount) Boolean
I BtEngine.Play(1, 1, 1, BasicPlayMode.StopByReportFailureLoopCount) Boolean
Tree20 N BtEngine.Play(“Forest2”, “Tree20”, 1, BasicPlayMode.StopByReportFailureLoopCount) Boolean
I BtEngine.Play(2, 0, 1, BasicPlayMode.StopByReportFailureLoopCount) Boolean
Tree21 N BtEngine.Play(“Forest2”, “Tree21”, 1, BasicPlayMode.StopByReportFailureLoopCount) Boolean
I BtEngine.Play(2, 1, 1, BasicPlayMode.StopByReportFailureLoopCount) Boolean
Tree22 N BtEngine.Play(“Forest2”, “Tree22”, 1, BasicPlayMode.StopByReportFailureLoopCount) Boolean
I BtEngine.Play(2, 2, 1, BasicPlayMode.StopByReportFailureLoopCount) Boolean
Play1Ntfy (Asynchronously starts to execute a forest instance or a tree instance with target loop count 1 and BasicPlayMode.StopByNotifyLoopCount)
All N/I BtEngine.PlayAll(1, BasicPlayMode.StopByNotifyLoopCount) Boolean
Forest0 N BtEngine.Play(“Forest0”, 1, BasicPlayMode.StopByNotifyLoopCount) Boolean
I BtEngine.Play(0, 1, BasicPlayMode.StopByNotifyLoopCount) Boolean
Forest1 N BtEngine.Play(“Forest1”, 1, BasicPlayMode.StopByNotifyLoopCount) Boolean
I BtEngine.Play(1, 1, BasicPlayMode.StopByNotifyLoopCount) Boolean
Forest2 N BtEngine.Play(“Forest2”, 1, BasicPlayMode.StopByNotifyLoopCount) Boolean
I BtEngine.Play(2, 1, BasicPlayMode.StopByNotifyLoopCount) Boolean
Tree00 N BtEngine.Play(“Forest0”, “Tree00”, 1, BasicPlayMode.StopByNotifyLoopCount) Boolean
I BtEngine.Play(0, 0, 1, BasicPlayMode.StopByNotifyLoopCount) Boolean
Tree10 N BtEngine.Play(“Forest1”, “Tree10”, 1, BasicPlayMode.StopByNotifyLoopCount) Boolean
I BtEngine.Play(1, 0, 1, BasicPlayMode.StopByNotifyLoopCount) Boolean
Tree11 N BtEngine.Play(“Forest1”, “Tree11”, 1, BasicPlayMode.StopByNotifyLoopCount) Boolean
I BtEngine.Play(1, 1, 1, BasicPlayMode.StopByNotifyLoopCount) Boolean
Tree20 N BtEngine.Play(“Forest2”, “Tree20”, 1, BasicPlayMode.StopByNotifyLoopCount) Boolean
I BtEngine.Play(2, 0, 1, BasicPlayMode.StopByNotifyLoopCount) Boolean
Tree21 N BtEngine.Play(“Forest2”, “Tree21”, 1, BasicPlayMode.StopByNotifyLoopCount) Boolean
I BtEngine.Play(2, 1, 1, BasicPlayMode.StopByNotifyLoopCount) Boolean
Tree22 N BtEngine.Play(“Forest2”, “Tree22”, 1, BasicPlayMode.StopByNotifyLoopCount) Boolean
I BtEngine.Play(2, 2, 1, BasicPlayMode.StopByNotifyLoopCount) Boolean
Play1NtfyX (Asynchronously starts to execute a forest instance or a tree instance with target loop count 1 and BasicPlayMode.StopByNotifyExecutingLoopCount)
All N/I BtEngine.PlayAll(1, BasicPlayMode.StopByNotifyExecutingLoopCount) Boolean
Forest0 N BtEngine.Play(“Forest0”, 1, BasicPlayMode.StopByNotifyExecutingLoopCount) Boolean
I BtEngine.Play(0, 1, BasicPlayMode.StopByNotifyExecutingLoopCount) Boolean
Forest1 N BtEngine.Play(“Forest1”, 1, BasicPlayMode.StopByNotifyExecutingLoopCount) Boolean
I BtEngine.Play(1, 1, BasicPlayMode.StopByNotifyExecutingLoopCount) Boolean
Forest2 N BtEngine.Play(“Forest2”, 1, BasicPlayMode.StopByNotifyExecutingLoopCount) Boolean
I BtEngine.Play(2, 1, BasicPlayMode.StopByNotifyExecutingLoopCount) Boolean
Tree00 N BtEngine.Play(“Forest0”, “Tree00”, 1, BasicPlayMode.StopByNotifyExecutingLoopCount) Boolean
I BtEngine.Play(0, 0, 1, BasicPlayMode.StopByNotifyExecutingLoopCount) Boolean
Tree10 N BtEngine.Play(“Forest1”, “Tree10”, 1, BasicPlayMode.StopByNotifyExecutingLoopCount) Boolean
I BtEngine.Play(1, 0, 1, BasicPlayMode.StopByNotifyExecutingLoopCount) Boolean
Tree11 N BtEngine.Play(“Forest1”, “Tree11”, 1, BasicPlayMode.StopByNotifyExecutingLoopCount) Boolean
I BtEngine.Play(1, 1, 1, BasicPlayMode.StopByNotifyExecutingLoopCount) Boolean
Tree20 N BtEngine.Play(“Forest2”, “Tree20”, 1, BasicPlayMode.StopByNotifyExecutingLoopCount) Boolean
I BtEngine.Play(2, 0, 1, BasicPlayMode.StopByNotifyExecutingLoopCount) Boolean
Tree21 N BtEngine.Play(“Forest2”, “Tree21”, 1, BasicPlayMode.StopByNotifyExecutingLoopCount) Boolean
I BtEngine.Play(2, 1, 1, BasicPlayMode.StopByNotifyExecutingLoopCount) Boolean
Tree22 N BtEngine.Play(“Forest2”, “Tree22”, 1, BasicPlayMode.StopByNotifyExecutingLoopCount) Boolean
I BtEngine.Play(2, 2, 1, BasicPlayMode.StopByNotifyExecutingLoopCount) Boolean
Play1NtfyI (Asynchronously starts to execute a forest instance or a tree instance with target loop count 1 and BasicPlayMode.StopByNotifyInterruptLoopCount)
All N/I BtEngine.PlayAll(1, BasicPlayMode.StopByNotifyInterruptLoopCount) Boolean
Forest0 N BtEngine.Play(“Forest0”, 1, BasicPlayMode.StopByNotifyInterruptLoopCount) Boolean
I BtEngine.Play(0, 1, BasicPlayMode.StopByNotifyInterruptLoopCount) Boolean
Forest1 N BtEngine.Play(“Forest1”, 1, BasicPlayMode.StopByNotifyInterruptLoopCount) Boolean
I BtEngine.Play(1, 1, BasicPlayMode.StopByNotifyInterruptLoopCount) Boolean
Forest2 N BtEngine.Play(“Forest2”, 1, BasicPlayMode.StopByNotifyInterruptLoopCount) Boolean
I BtEngine.Play(2, 1, BasicPlayMode.StopByNotifyInterruptLoopCount) Boolean
Tree00 N BtEngine.Play(“Forest0”, “Tree00”, 1, BasicPlayMode.StopByNotifyInterruptLoopCount) Boolean
I BtEngine.Play(0, 0, 1, BasicPlayMode.StopByNotifyInterruptLoopCount) Boolean
Tree10 N BtEngine.Play(“Forest1”, “Tree10”, 1, BasicPlayMode.StopByNotifyInterruptLoopCount) Boolean
I BtEngine.Play(1, 0, 1, BasicPlayMode.StopByNotifyInterruptLoopCount) Boolean
Tree11 N BtEngine.Play(“Forest1”, “Tree11”, 1, BasicPlayMode.StopByNotifyInterruptLoopCount) Boolean
I BtEngine.Play(1, 1, 1, BasicPlayMode.StopByNotifyInterruptLoopCount) Boolean
Tree20 N BtEngine.Play(“Forest2”, “Tree20”, 1, BasicPlayMode.StopByNotifyInterruptLoopCount) Boolean
I BtEngine.Play(2, 0, 1, BasicPlayMode.StopByNotifyInterruptLoopCount) Boolean
Tree21 N BtEngine.Play(“Forest2”, “Tree21”, 1, BasicPlayMode.StopByNotifyInterruptLoopCount) Boolean
I BtEngine.Play(2, 1, 1, BasicPlayMode.StopByNotifyInterruptLoopCount) Boolean
Tree22 N BtEngine.Play(“Forest2”, “Tree22”, 1, BasicPlayMode.StopByNotifyInterruptLoopCount) Boolean
I BtEngine.Play(2, 2, 1, BasicPlayMode.StopByNotifyInterruptLoopCount) Boolean
Pause (Asynchronously pauses a forest instance or a tree instance)
All N/I BtEngine.PauseAll(true) Boolean
Forest0 N BtEngine.Pause(“Forest0”, true) Boolean
I BtEngine.Pause(0, true) Boolean
Forest1 N BtEngine.Pause(“Forest1”, true) Boolean
I BtEngine.Pause(1, true) Boolean
Forest2 N BtEngine.Pause(“Forest2”, true) Boolean
I BtEngine.Pause(2, true) Boolean
Tree00 N BtEngine.Pause(“Forest0”, “Tree00”, true) Boolean
I BtEngine.Pause(0, 0, true) Boolean
Tree10 N BtEngine.Pause(“Forest1”, “Tree10”, true) Boolean
I BtEngine.Pause(1, 0, true) Boolean
Tree11 N BtEngine.Pause(“Forest1”, “Tree11”, true) Boolean
I BtEngine.Pause(1, 1, true) Boolean
Tree20 N BtEngine.Pause(“Forest2”, “Tree20”, true) Boolean
I BtEngine.Pause(2, 0, true) Boolean
Tree21 N BtEngine.Pause(“Forest2”, “Tree21”, true) Boolean
I BtEngine.Pause(2, 1, true) Boolean
Tree22 N BtEngine.Pause(“Forest2”, “Tree22”, true) Boolean
I BtEngine.Pause(2, 2, true) Boolean
Resume (Asynchronously resumes to execute a forest instance or a tree instance that was paused with tree specific remaining loop count)
All N/I BtEngine.ResumeAll() Boolean
Forest0 N BtEngine.Resume(“Forest0”) Boolean
I BtEngine.Resume(0) Boolean
Forest1 N BtEngine.Resume(“Forest1”) Boolean
I BtEngine.Resume(1) Boolean
Forest2 N BtEngine.Resume(“Forest2”) Boolean
I BtEngine.Resume(2) Boolean
Tree00 N BtEngine.Resume(“Forest0”, “Tree00”) Boolean
I BtEngine.Resume(0, 0) Boolean
Tree10 N BtEngine.Resume(“Forest1”, “Tree10”) Boolean
I BtEngine.Resume(1, 0) Boolean
Tree11 N BtEngine.Resume(“Forest1”, “Tree11”) Boolean
I BtEngine.Resume(1, 1) Boolean
Tree20 N BtEngine.Resume(“Forest2”, “Tree20”) Boolean
I BtEngine.Resume(2, 0) Boolean
Tree21 N BtEngine.Resume(“Forest2”, “Tree21”) Boolean
I BtEngine.Resume(2, 1) Boolean
Tree22 N BtEngine.Resume(“Forest2”, “Tree22”) Boolean
I BtEngine.Resume(2, 2) Boolean
Stop (Asynchronously stops a forest instance or a tree instance)
All N/I BtEngine.StopAll(true) Boolean
Forest0 N BtEngine.Stop(“Forest0”, true) Boolean
I BtEngine.Stop(0, true) Boolean
Forest1 N BtEngine.Stop(“Forest1”, true) Boolean
I BtEngine.Stop(1, true) Boolean
Forest2 N BtEngine.Stop(“Forest2”, true) Boolean
I BtEngine.Stop(2, true) Boolean
Tree00 N BtEngine.Stop(“Forest0”, “Tree00”, true) Boolean
I BtEngine.Stop(0, 0, true) Boolean
Tree10 N BtEngine.Stop(“Forest1”, “Tree10”, true) Boolean
I BtEngine.Stop(1, 0, true) Boolean
Tree11 N BtEngine.Stop(“Forest1”, “Tree11”, true) Boolean
I BtEngine.Stop(1, 1, true) Boolean
Tree20 N BtEngine.Stop(“Forest2”, “Tree20”, true) Boolean
I BtEngine.Stop(2, 0, true) Boolean
Tree21 N BtEngine.Stop(“Forest2”, “Tree21”, true) Boolean
I BtEngine.Stop(2, 1, true) Boolean
Tree22 N BtEngine.Stop(“Forest2”, “Tree22”, true) Boolean
I BtEngine.Stop(2, 2, true) Boolean
Reset (Asynchronously resets a forest instance or a tree instance)
All N/I BtEngine.ResetAll(true) Boolean
Forest0 N BtEngine.Reset(“Forest0”, true) Boolean
I BtEngine.Reset(0, true) Boolean
Forest1 N BtEngine.Reset(“Forest1”, true) Boolean
I BtEngine.Reset(1, true) Boolean
Forest2 N BtEngine.Reset(“Forest2”, true) Boolean
I BtEngine.Reset(2, true) Boolean
Tree00 N BtEngine.Reset(“Forest0”, “Tree00”, true) Boolean
I BtEngine.Reset(0, 0, true) Boolean
Tree10 N BtEngine.Reset(“Forest1”, “Tree10”, true) Boolean
I BtEngine.Reset(1, 0, true) Boolean
Tree11 N BtEngine.Reset(“Forest1”, “Tree11”, true) Boolean
I BtEngine.Reset(1, 1, true) Boolean
Tree20 N BtEngine.Reset(“Forest2”, “Tree20”, true) Boolean
I BtEngine.Reset(2, 0, true) Boolean
Tree21 N BtEngine.Reset(“Forest2”, “Tree21”, true) Boolean
I BtEngine.Reset(2, 1, true) Boolean
Tree22 N BtEngine.Reset(“Forest2”, “Tree22”, true) Boolean
I BtEngine.Reset(2, 2, true) Boolean
Exist (Determines if a forest instance or a tree instance exists)
Forest0 N BtEngine.Exist(“Forest0”) Boolean
I BtEngine.Exist(0) Boolean
Forest1 N BtEngine.Exist(“Forest1”) Boolean
I BtEngine.Exist(1) Boolean
Forest2 N BtEngine.Exist(“Forest2”) Boolean
I BtEngine.Exist(2) Boolean
Tree00 N BtEngine.Exist(“Forest0”, “Tree00”) Boolean
I BtEngine.Exist(0, 0) Boolean
Tree10 N BtEngine.Exist(“Forest1”, “Tree10”) Boolean
I BtEngine.Exist(1, 0) Boolean
Tree11 N BtEngine.Exist(“Forest1”, “Tree11”) Boolean
I BtEngine.Exist(1, 1) Boolean
Tree20 N BtEngine.Exist(“Forest2”, “Tree20”) Boolean
I BtEngine.Exist(2, 0) Boolean
Tree21 N BtEngine.Exist(“Forest2”, “Tree21”) Boolean
I BtEngine.Exist(2, 1) Boolean
Tree22 N BtEngine.Exist(“Forest2”, “Tree22”) Boolean
I BtEngine.Exist(2, 2) Boolean
TreeStatus (Gets the tree status)
Tree00 N BtEngine.GetTreeStatus(“Forest0”, “Tree00”) TreeStatus 
I BtEngine.GetTreeStatus(0, 0) TreeStatus 
Tree10 N BtEngine.GetTreeStatus(“Forest1”, “Tree10”) TreeStatus 
I BtEngine.GetTreeStatus(1, 0) TreeStatus 
Tree11 N BtEngine.GetTreeStatus(“Forest1”, “Tree11”) TreeStatus 
I BtEngine.GetTreeStatus(1, 1) TreeStatus 
Tree20 N BtEngine.GetTreeStatus(“Forest2”, “Tree20”) TreeStatus 
I BtEngine.GetTreeStatus(2, 0) TreeStatus 
Tree21 N BtEngine.GetTreeStatus(“Forest2”, “Tree21”) TreeStatus 
I BtEngine.GetTreeStatus(2, 1) TreeStatus 
Tree22 N BtEngine.GetTreeStatus(“Forest2”, “Tree22”) TreeStatus 
I BtEngine.GetTreeStatus(2, 2) TreeStatus 
TgtLoop (Gets the target loop count of a tree instance)
Tree00 N BtEngine.GetTgtLoopCount(“Forest0”, “Tree00”) Integer
I BtEngine.GetTgtLoopCount(0, 0) Integer
Tree10 N BtEngine.GetTgtLoopCount(“Forest1”, “Tree10”) Integer
I BtEngine.GetTgtLoopCount(1, 0) Integer
Tree11 N BtEngine.GetTgtLoopCount(“Forest1”, “Tree11”) Integer
I BtEngine.GetTgtLoopCount(1, 1) Integer
Tree20 N BtEngine.GetTgtLoopCount(“Forest2”, “Tree20”) Integer
I BtEngine.GetTgtLoopCount(2, 0) Integer
Tree21 N BtEngine.GetTgtLoopCount(“Forest2”, “Tree21”) Integer
I BtEngine.GetTgtLoopCount(2, 1) Integer
Tree22 N BtEngine.GetTgtLoopCount(“Forest2”, “Tree22”) Integer
I BtEngine.GetTgtLoopCount(2, 2) Integer
AccuLoop (Gets the accumulated loop count of a tree instance)
Tree00 N BtEngine.GetAccuLoopCount(“Forest0”, “Tree00”) Integer
I BtEngine.GetAccuLoopCount(0, 0) Integer
Tree10 N BtEngine.GetAccuLoopCount(“Forest1”, “Tree10”) Integer
I BtEngine.GetAccuLoopCount(1, 0) Integer
Tree11 N BtEngine.GetAccuLoopCount(“Forest1”, “Tree11”) Integer
I BtEngine.GetAccuLoopCount(1, 1) Integer
Tree20 N BtEngine.GetAccuLoopCount(“Forest2”, “Tree20”) Integer
I BtEngine.GetAccuLoopCount(2, 0) Integer
Tree21 N BtEngine.GetAccuLoopCount(“Forest2”, “Tree21”) Integer
I BtEngine.GetAccuLoopCount(2, 1) Integer
Tree22 N BtEngine.GetAccuLoopCount(“Forest2”, “Tree22”) Integer
I BtEngine.GetAccuLoopCount(2, 2) Integer
PlayMode (Gets the basic play mode of a tree instance)
Tree00 N BtEngine.GetBasicPlayMode(“Forest0”, “Tree00”) BasicPlayMode 
I BtEngine.GetBasicPlayMode(0, 0) BasicPlayMode 
Tree10 N BtEngine.GetBasicPlayMode(“Forest1”, “Tree10”) BasicPlayMode 
I BtEngine.GetBasicPlayMode(1, 0) BasicPlayMode 
Tree11 N BtEngine.GetBasicPlayMode(“Forest1”, “Tree11”) BasicPlayMode 
I BtEngine.GetBasicPlayMode(1, 1) BasicPlayMode 
Tree20 N BtEngine.GetBasicPlayMode(“Forest2”, “Tree20”) BasicPlayMode 
I BtEngine.GetBasicPlayMode(2, 0) BasicPlayMode 
Tree21 N BtEngine.GetBasicPlayMode(“Forest2”, “Tree21”) BasicPlayMode 
I BtEngine.GetBasicPlayMode(2, 1) BasicPlayMode 
Tree22 N BtEngine.GetBasicPlayMode(“Forest2”, “Tree22”) BasicPlayMode 
I BtEngine.GetBasicPlayMode(2, 2) BasicPlayMode 
PropWrap (Gets the property wrapper of the engine, a forest, a tree, or a node instance)
Engine N/I BtEngine.GetEnginePropWrap(FromEngineTo.Node) EnginePropWrap 
Forest0 N BtEngine.GetForestPropWrap(FromForestTo.Node, “Forest0”) ForestPropWrap 
I BtEngine.GetForestPropWrap(FromForestTo.Node, 0) ForestPropWrap 
Forest1 N BtEngine.GetForestPropWrap(FromForestTo.Node, “Forest1”) ForestPropWrap 
I BtEngine.GetForestPropWrap(FromForestTo.Node, 1) ForestPropWrap 
Forest2 N BtEngine.GetForestPropWrap(FromForestTo.Node, “Forest2”) ForestPropWrap 
I BtEngine.GetForestPropWrap(FromForestTo.Node, 2) ForestPropWrap 
Tree00 N BtEngine.GetTreePropWrap(FromTreeTo.Node, “Forest0”, “Tree00”) TreePropWrap 
I BtEngine.GetTreePropWrap(FromTreeTo.Node, 0, 0) TreePropWrap 
Tree10 N BtEngine.GetTreePropWrap(FromTreeTo.Node, “Forest1”, “Tree10”) TreePropWrap 
I BtEngine.GetTreePropWrap(FromTreeTo.Node, 1, 0) TreePropWrap 
Tree11 N BtEngine.GetTreePropWrap(FromTreeTo.Node, “Forest1”, “Tree11”) TreePropWrap 
I BtEngine.GetTreePropWrap(FromTreeTo.Node, 1, 1) TreePropWrap 
Tree20 N BtEngine.GetTreePropWrap(FromTreeTo.Node, “Forest2”, “Tree20”) TreePropWrap 
I BtEngine.GetTreePropWrap(FromTreeTo.Node, 2, 0) TreePropWrap 
Tree21 N BtEngine.GetTreePropWrap(FromTreeTo.Node, “Forest2”, “Tree21”) TreePropWrap 
I BtEngine.GetTreePropWrap(FromTreeTo.Node, 2, 1) TreePropWrap 
Tree22 N BtEngine.GetTreePropWrap(FromTreeTo.Node, “Forest2”, “Tree22”) TreePropWrap 
I BtEngine.GetTreePropWrap(FromTreeTo.Node, 2, 2) TreePropWrap 
PropWrap2 (Gets the property wrapper of the engine, a forest, a tree, or a node instance)
Ac_00_5 N BtEngine.GetNodePropWrap(“Forest0”, “Tree00”, “Ac_00_5”) NodePropWrap 
I BtEngine.GetNodePropWrap(0, 0, 5) NodePropWrap 
Cd_00_8 N BtEngine.GetNodePropWrap(“Forest0”, “Tree00”, “Cd_00_8”) NodePropWrap 
I BtEngine.GetNodePropWrap(0, 0, 8) NodePropWrap 
Dec_10_6 N BtEngine.GetNodePropWrap(“Forest1”, “Tree10”, “Dec_10_7”) NodePropWrap 
I BtEngine.GetNodePropWrap(1, 0, 7) NodePropWrap 
Ac_10_7 N BtEngine.GetNodePropWrap(“Forest1”, “Tree10”, “Ac_10_15”) NodePropWrap 
I BtEngine.GetNodePropWrap(1, 0, 15) NodePropWrap 
Dec_11_5 N BtEngine.GetNodePropWrap(“Forest1”, “Tree11”, “Dec_11_5”) NodePropWrap 
I BtEngine.GetNodePropWrap(1, 1, 5) NodePropWrap 
Seq_11_6 N BtEngine.GetNodePropWrap(“Forest1”, “Tree11”, “Seq_11_6”) NodePropWrap 
I BtEngine.GetNodePropWrap(1, 1, 6) NodePropWrap 
Par_20_14 N BtEngine.GetNodePropWrap(“Forest2”, “Tree20”, “Par_20_19”) NodePropWrap 
I BtEngine.GetNodePropWrap(2, 0, 19) NodePropWrap 
Ac_20_11 N BtEngine.GetNodePropWrap(“Forest2”, “Tree20”, “Ac_20_14”) NodePropWrap 
I BtEngine.GetNodePropWrap(2, 0, 14) NodePropWrap 
Dec_21_5 N BtEngine.GetNodePropWrap(“Forest2”, “Tree21”, “Dec_21_7”) NodePropWrap 
I BtEngine.GetNodePropWrap(2, 1, 7) NodePropWrap 
Cd_22_5 N BtEngine.GetNodePropWrap(“Forest2”, “Tree21”, “Cd_22_5”) NodePropWrap
I BtEngine.GetNodePropWrap(2, 2, 5) NodePropWrap 
Properties (Gets the node type, node index/name, tree/node count, node policy and node user attributes)
Forest0 N BtEngine.GetNodeType(“Forest0”)
BtEngine.GetIndex(“Forest0”)
BtEngine.GetTreeCount(“Forest0”)
BtEngine.NodeUserAttr.Get(“Forest0”)
BtEngine.NodeUserAttr.Count(“Forest0”)
BtEngine.NodeUserAttr.ContainsKey(“Forest0”, “SomeKey”)
BtEngine.NodeUserAttr.GetValue(“Forest0”, “SomeKey”)
NodeType
Integer
Integer
Dictionary<string, string>
Integer
Boolean
String
I BtEngine.GetNodeType(0)
BtEngine.GetName(0)
BtEngine.GetTreeCount(0)
BtEngine.NodeUserAttr.Get(0)
BtEngine.NodeUserAttr.Count(0)
BtEngine.NodeUserAttr.ContainsKey(0, “SomeKey”)
BtEngine.NodeUserAttr.GetValue(0, “SomeKey”)
NodeType
String
Integer
Dictionary<string, string>
Integer
Boolean
String
Forest1 N BtEngine.GetNodeType(“Forest1”)
BtEngine.GetIndex(“Forest1”)
BtEngine.GetTreeCount(“Forest1”)
BtEngine.NodeUserAttr.Get(“Forest1”)
BtEngine.NodeUserAttr.Count(“Forest1”)
BtEngine.NodeUserAttr.ContainsKey(“Forest1”, “SomeKey”)
BtEngine.NodeUserAttr.GetValue(“Forest1”, “SomeKey”)
NodeType
Integer
Integer
Dictionary<string, string>
Integer
Boolean
String
I BtEngine.GetNodeType(1)
BtEngine.GetName
(1)

BtEngine.GetTreeCount(1)
BtEngine.NodeUserAttr.Get(1)
BtEngine.NodeUserAttr.Count(1)
BtEngine.NodeUserAttr.ContainsKey(1, “SomeKey”)
BtEngine.NodeUserAttr.GetValue(1, “SomeKey”)
NodeType
String
Integer
Dictionary<string, string>
Integer
Boolean
String
Forest2 N BtEngine.GetNodeType(“Forest2”)
BtEngine.GetIndex(“Forest2”)
BtEngine.GetTreeCount(“Forest2”)
BtEngine.NodeUserAttr.Get(“Forest2”)
BtEngine.NodeUserAttr.Count(“Forest2”)
BtEngine.NodeUserAttr.ContainsKey(“Forest2”, “SomeKey”)
BtEngine.NodeUserAttr.GetValue(“Forest2”, “SomeKey”)
NodeType
Integer
Integer
Dictionary<string, string>
Integer
Boolean
String
I BtEngine.GetNodeType(2)
BtEngine.GetName
(2)

BtEngine.GetTreeCount(2)
BtEngine.NodeUserAttr.Get(2)
BtEngine.NodeUserAttr.Count(2)
BtEngine.NodeUserAttr.ContainsKey(2, “SomeKey”)
BtEngine.NodeUserAttr.GetValue(2, “SomeKey”)
NodeType
String
Integer
Dictionary<string, string>
Integer
Boolean
String
Tree00 N BtEngine.GetNodeType(“Forest0”, “Tree00”)
BtEngine.GetIndex(“Forest0”, “Tree00”)
BtEngine.GetNodeCount(“Forest0”, “Tree00”)
BtEngine.NodeUserAttr.Get(“Forest0”, “Tree00”)
BtEngine.NodeUserAttr.Count(“Forest0”, “Tree00”)
BtEngine.NodeUserAttr.ContainsKey(“Forest0”, “Tree00”, “SomeKey”)
BtEngine.NodeUserAttr.GetValue(“Forest0”, “Tree00”, “SomeKey”)
NodeType
Integer
Integer
Dictionary<string, string>
Integer
Boolean
String
I BtEngine.GetNodeType(0, 0)
BtEngine.GetName(0, 0)
BtEngine.GetNodeCount(0, 0)
BtEngine.NodeUserAttr.Get(0, 0)
BtEngine.NodeUserAttr.Count(0, 0)
BtEngine.NodeUserAttr.ContainsKey(0, 0, “SomeKey”)
BtEngine.NodeUserAttr.GetValue(0, 0, “SomeKey”)
NodeType
String
Integer
Dictionary<string, string>
Integer
Boolean
String
Tree10 N BtEngine.GetNodeType(“Forest1”, “Tree10”)
BtEngine.GetIndex(“Forest1”, “Tree10”)
BtEngine.GetNodeCount(“Forest1”, “Tree10”)
BtEngine.NodeUserAttr.Get(“Forest1”, “Tree10”)
BtEngine.NodeUserAttr.Count(“Forest1”, “Tree10”)
BtEngine.NodeUserAttr.ContainsKey(“Forest1”, “Tree10”, “SomeKey”)
BtEngine.NodeUserAttr.GetValue(“Forest1”, “Tree10”, “SomeKey”)
NodeType
Integer
Integer
Dictionary<string, string>
Integer
Boolean
String
I BtEngine.GetNodeType(1, 0)
BtEngine.GetName(1, 0)
BtEngine.GetNodeCount(1, 0)
BtEngine.NodeUserAttr.Get(1, 0)
BtEngine.NodeUserAttr.Count(1, 0)
BtEngine.NodeUserAttr.ContainsKey(1, 0, “SomeKey”)
BtEngine.NodeUserAttr.GetValue(1, 0, “SomeKey”)
NodeType
String
Integer
Dictionary<string, string>
Integer
Boolean
String
Tree11 N BtEngine.GetNodeType(“Forest1”, “Tree11”)
BtEngine.GetIndex(“Forest1”, “Tree11”)
BtEngine.GetNodeCount(“Forest1”, “Tree11”)
BtEngine.NodeUserAttr.Get(“Forest1”, “Tree11”)
BtEngine.NodeUserAttr.Count(“Forest1”, “Tree11”)
BtEngine.NodeUserAttr.ContainsKey(“Forest1”, “Tree11”, “SomeKey”)
BtEngine.NodeUserAttr.GetValue(“Forest1”, “Tree11”, “SomeKey”)
NodeType
Integer
Integer
Dictionary<string, string>
Integer
Boolean
String
I BtEngine.GetNodeType(1, 1)
BtEngine.GetName(1, 1)
BtEngine.GetNodeCount(1, 1)
BtEngine.NodeUserAttr.Get(1, 1)
BtEngine.NodeUserAttr.Count(1, 1)
BtEngine.NodeUserAttr.ContainsKey(1, 1, “SomeKey”)
BtEngine.NodeUserAttr.GetValue(1, 1, “SomeKey”)
NodeType
String
Integer
Dictionary<string, string>
Integer
Boolean
String
Tree20 N BtEngine.GetNodeType(“Forest2”, “Tree20”)
BtEngine.GetIndex(“Forest2”, “Tree20”)
BtEngine.GetNodeCount(“Forest2”, “Tree20”)
BtEngine.NodeUserAttr.Get(“Forest2”, “Tree20”)
BtEngine.NodeUserAttr.Count(“Forest2”, “Tree20”)
BtEngine.NodeUserAttr.ContainsKey(“Forest2”, “Tree20”, “SomeKey”)
BtEngine.NodeUserAttr.GetValue(“Forest2”, “Tree20”, “SomeKey”)
NodeType
Integer
Integer
Dictionary<string, string>
Integer
Boolean
String
I BtEngine.GetNodeType(2, 0)
BtEngine.GetName(2, 0)
BtEngine.GetNodeCount(2, 0)
BtEngine.NodeUserAttr.Get(2, 0)
BtEngine.NodeUserAttr.Count(2, 0)
BtEngine.NodeUserAttr.ContainsKey(2, 0, “SomeKey”)
BtEngine.NodeUserAttr.GetValue(2, 0, “SomeKey”)
NodeType
String
Integer
Dictionary<string, string>
Integer
Boolean
String
Tree21 N BtEngine.GetNodeType(“Forest2”, “Tree21”)
BtEngine.GetIndex(“Forest2”, “Tree21”)
BtEngine.GetNodeCount(“Forest2”, “Tree21”)
BtEngine.NodeUserAttr.Get(“Forest2”, “Tree21”)
BtEngine.NodeUserAttr.Count(“Forest2”, “Tree21”)
BtEngine.NodeUserAttr.ContainsKey(“Forest2”, “Tree21”, “SomeKey”)
BtEngine.NodeUserAttr.GetValue(“Forest2”, “Tree21”, “SomeKey”)
NodeType
Integer
Integer
Dictionary<string, string>
Integer
Boolean
String
I BtEngine.GetNodeType(2, 1)
BtEngine.GetName(2, 1)
BtEngine.GetNodeCount(2, 1)
BtEngine.NodeUserAttr.Get(2, 1)
BtEngine.NodeUserAttr.Count(2, 1)
BtEngine.NodeUserAttr.ContainsKey(2, 1, “SomeKey”)
BtEngine.NodeUserAttr.GetValue(2, 1, “SomeKey”)
NodeType
String
Integer
Dictionary<string, string>
Integer
Boolean
String
Tree22 N BtEngine.GetNodeType(“Forest2”, “Tree22”)
BtEngine.GetIndex(“Forest2”, “Tree22”)
BtEngine.GetNodeCount(“Forest2”, “Tree22”)
BtEngine.NodeUserAttr.Get(“Forest2”, “Tree22”)
BtEngine.NodeUserAttr.Count(“Forest2”, “Tree22”)
BtEngine.NodeUserAttr.ContainsKey(“Forest2”, “Tree22”, “SomeKey”)
BtEngine.NodeUserAttr.GetValue(“Forest2”, “Tree22”, “SomeKey”)
NodeType
Integer
Integer
Dictionary<string, string>
Integer
Boolean
String
I BtEngine.GetNodeType(2, 2)
BtEngine.GetName(2, 2)
BtEngine.GetNodeCount(2, 2)
BtEngine.NodeUserAttr.Get(2, 2)
BtEngine.NodeUserAttr.Count(2, 2)
BtEngine.NodeUserAttr.ContainsKey(2, 2, “SomeKey”)
BtEngine.NodeUserAttr.GetValue(2, 2, “SomeKey”)
NodeType
String
Integer
Dictionary<string, string>
Integer
Boolean
String
Properties2 (Gets the node type, node index/name, tree/node count, node policy and node user attributes)
Par_00_3 N BtEngine.GetNodeType(“Forest0”, “Tree00”, “Par_00_3”)
BtEngine.GetIndex(“Forest0”, “Tree00”, “Par_00_3”)
BtEngine.GetNodePolicy(“Forest0”, “Tree00”, “Par_00_3”)
BtEngine.NodeUserAttr.Get(“Forest0”, “Tree00”, “Par_00_3”)
BtEngine.NodeUserAttr.Count(“Forest0”, “Tree00”, “Par_00_3”)
BtEngine.NodeUserAttr.ContainsKey(“Forest0”, “Tree00”, “Par_00_3”, “SomeKey”)
BtEngine.NodeUserAttr.GetValue(“Forest0”, “Tree00”, “Par_00_3”, “SomeKey”)
NodeType
Integer
NodePolicy
Dictionary<string, string>
Integer
Boolean
String
I BtEngine.GetNodeType(0, 0, 3)
BtEngine.GetName(0, 0, 3)
BtEngine.GetNodePolicy(0, 0, 3)
BtEngine.NodeUserAttr.Get(0, 0, 3)
BtEngine.NodeUserAttr.Count(0, 0, 3)
BtEngine.NodeUserAttr.ContainsKey(0, 0, 3, “SomeKey”)
BtEngine.NodeUserAttr.GetValue(0, 0, 3, “SomeKey”)
NodeType
String
NodePolicy
Dictionary<string, string>
Integer
Boolean
String
Sel_10_0 N BtEngine.GetNodeType(“Forest1”, “Tree10”, “Sel_10_0”)
BtEngine.GetIndex(“Forest1”, “Tree10”, “Sel_10_0”)
BtEngine.GetNodePolicy(“Forest1”, “Tree10”, “Sel_10_0”)
BtEngine.NodeUserAttr.Get(“Forest1”, “Tree10”, “Sel_10_0”)
BtEngine.NodeUserAttr.Count(“Forest1”, “Tree10”, “Sel_10_0”)
BtEngine.NodeUserAttr.ContainsKey(“Forest1”, “Tree10”, “Sel_10_0”, “SomeKey”)
BtEngine.NodeUserAttr.GetValue(“Forest1”, “Tree10”, “Sel_10_0”, “SomeKey”)
NodeType
Integer
NodePolicy
Dictionary<string, string>
Integer
Boolean
String
I BtEngine.GetNodeType(1, 0, 0)
BtEngine.GetName(1, 0, 0)
BtEngine.GetNodePolicy(1, 0, 0)
BtEngine.NodeUserAttr.Get(1, 0, 0)
BtEngine.NodeUserAttr.Count(1, 0, 0)
BtEngine.NodeUserAttr.ContainsKey(1, 0, 0, “SomeKey”)
BtEngine.NodeUserAttr.GetValue(1, 0, 0, “SomeKey”)
NodeType
String
NodePolicy
Dictionary<string, string>
Integer
Boolean
String
Par_10_8 N BtEngine.GetNodeType(“Forest1”, “Tree10”, “Par_10_8”)
BtEngine.GetIndex(“Forest1”, “Tree10”, “Par_10_8”)
BtEngine.GetNodePolicy(“Forest1”, “Tree10”, “Par_10_8”)
BtEngine.NodeUserAttr.Get(“Forest1”, “Tree10”, “Par_10_8”)
BtEngine.NodeUserAttr.Count(“Forest1”, “Tree10”, “Par_10_8”)
BtEngine.NodeUserAttr.ContainsKey(“Forest1”, “Tree10”, “Par_10_8”, “SomeKey”)
BtEngine.NodeUserAttr.GetValue(“Forest1”, “Tree10”, “Par_10_8”, “SomeKey”)
NodeType
Integer
NodePolicy
Dictionary<string, string>
Integer
Boolean
String
I BtEngine.GetNodeType(1, 0, 8)
BtEngine.GetName(1, 0, 8)
BtEngine.GetNodePolicy(1, 0, 8)
BtEngine.NodeUserAttr.Get(1, 0, 8)
BtEngine.NodeUserAttr.Count(1, 0, 8)
BtEngine.NodeUserAttr.ContainsKey(1, 0, 8, “SomeKey”)
BtEngine.NodeUserAttr.GetValue(1, 0, 8, “SomeKey”)
NodeType
String
NodePolicy
Dictionary<string, string>
Integer
Boolean
String
Dec_11_3 N BtEngine.GetNodeType(“Forest1”, “Tree11”, “Dec_11_3”)
BtEngine.GetIndex(“Forest1”, “Tree11”, “Dec_11_3”)
BtEngine.GetNodePolicy(“Forest1”, “Tree11”, “Dec_11_3”)
BtEngine.NodeUserAttr.Get(“Forest1”, “Tree11”, “Dec_11_3”)
BtEngine.NodeUserAttr.Count(“Forest1”, “Tree11”, “Dec_11_3”)
BtEngine.NodeUserAttr.ContainsKey(“Forest1”, “Tree11”, “Dec_11_3”, “SomeKey”)
BtEngine.NodeUserAttr.GetValue(“Forest1”, “Tree11”, “Dec_11_3”, “SomeKey”)
NodeType
Integer
NodePolicy
Dictionary<string, string>
Integer
Boolean
String
I BtEngine.GetNodeType(1, 1, 3)
BtEngine.GetName(1, 1, 3)
BtEngine.GetNodePolicy(1, 1, 3)
BtEngine.NodeUserAttr.Get(1, 1, 3)
BtEngine.NodeUserAttr.Count(1, 1, 3)
BtEngine.NodeUserAttr.ContainsKey(1, 1, 3, “SomeKey”)
BtEngine.NodeUserAttr.GetValue(1, 1, 3, “SomeKey”)
NodeType
String
NodePolicy
Dictionary<string, string>
Integer
Boolean
String
Cd_11_16 N BtEngine.GetNodeType(“Forest1”, “Tree11”, “Cd_11_16”)
BtEngine.GetIndex(“Forest1”, “Tree11”, “Cd_11_16”)
BtEngine.GetNodePolicy(“Forest1”, “Tree11”, “Cd_11_16”)
BtEngine.NodeUserAttr.Get(“Forest1”, “Tree11”, “Cd_11_16”)
BtEngine.NodeUserAttr.Count(“Forest1”, “Tree11”, “Cd_11_16”)
BtEngine.NodeUserAttr.ContainsKey(“Forest1”, “Tree11”, “Cd_11_16”, “SomeKey”)
BtEngine.NodeUserAttr.GetValue(“Forest1”, “Tree11”, “Cd_11_16”, “SomeKey”)
NodeType
Integer
NodePolicy
Dictionary<string, string>
Integer
Boolean
String
I BtEngine.GetNodeType(1, 1, 16)
BtEngine.GetName(1, 1, 16)
BtEngine.GetNodePolicy(1, 1, 16)
BtEngine.NodeUserAttr.Get(1, 1, 16)
BtEngine.NodeUserAttr.Count(1, 1, 16)
BtEngine.NodeUserAttr.ContainsKey(1, 1, 16, “SomeKey”)
BtEngine.NodeUserAttr.GetValue(1, 1, 16, “SomeKey”)
NodeType
String
NodePolicy
Dictionary<string, string>
Integer
Boolean
String
Ac_20_7 N BtEngine.GetNodeType(“Forest2”, “Tree20”, “Ac_20_7”)
BtEngine.GetIndex(“Forest2”, “Tree20”, “Ac_20_7”)
BtEngine.GetNodePolicy(“Forest2”, “Tree20”, “Ac_20_7”)
BtEngine.NodeUserAttr.Get(“Forest2”, “Tree20”, “Ac_20_7”)
BtEngine.NodeUserAttr.Count(“Forest2”, “Tree20”, “Ac_20_7”)
BtEngine.NodeUserAttr.ContainsKey(“Forest2”, “Tree20”, “Ac_20_7”, “SomeKey”)
BtEngine.NodeUserAttr.GetValue(“Forest2”, “Tree20”, “Ac_20_7”, “SomeKey”)
NodeType
Integer
NodePolicy
Dictionary<string, string>
Integer
Boolean
String
I BtEngine.GetNodeType(2, 0, 7)
BtEngine.GetName(2, 0, 7)
BtEngine.GetNodePolicy(2, 0, 7)
BtEngine.NodeUserAttr.Get(2, 0, 7)
BtEngine.NodeUserAttr.Count(2, 0, 7)
BtEngine.NodeUserAttr.ContainsKey(2, 0, 7, “SomeKey”)
BtEngine.NodeUserAttr.GetValue(2, 0, 7, “SomeKey”)
NodeType
String
NodePolicy
Dictionary<string, string>
Integer
Boolean
String
Par_20_32 N BtEngine.GetNodeType(“Forest2”, “Tree20”, “Par_20_32”)
BtEngine.GetIndex(“Forest2”, “Tree20”, “Par_20_32”)
BtEngine.GetNodePolicy(“Forest2”, “Tree20”, “Par_20_32”)
BtEngine.NodeUserAttr.Get(“Forest2”, “Tree20”, “Par_20_32”)
BtEngine.NodeUserAttr.Count(“Forest2”, “Tree20”, “Par_20_32”)
BtEngine.NodeUserAttr.ContainsKey(“Forest2”, “Tree20”, “Par_20_32”, “SomeKey”)
BtEngine.NodeUserAttr.GetValue(“Forest2”, “Tree20”, “Par_20_32”, “SomeKey”)
NodeType
Integer
NodePolicy
Dictionary<string, string>
Integer
Boolean
String
I BtEngine.GetNodeType(2, 0, 32)
BtEngine.GetName(2, 0, 32)
BtEngine.GetNodePolicy(2, 0, 32)
BtEngine.NodeUserAttr.Get(2, 0, 32)
BtEngine.NodeUserAttr.Count(2, 0, 32)
BtEngine.NodeUserAttr.ContainsKey(2, 0, 32, “SomeKey”)
BtEngine.NodeUserAttr.GetValue(2, 0, 32, “SomeKey”)
NodeType
String
NodePolicy
Dictionary<string, string>
Integer
Boolean
String
Dec_21_35 N BtEngine.GetNodeType(“Forest2”, “Tree21”, “Dec_21_35”)
BtEngine.GetIndex(“Forest2”, “Tree21”, “Dec_21_35”)
BtEngine.GetNodePolicy(“Forest2”, “Tree21”, “Dec_21_35”)
BtEngine.NodeUserAttr.Get(“Forest2”, “Tree21”, “Dec_21_35”)
BtEngine.NodeUserAttr.Count(“Forest2”, “Tree21”, “Dec_21_35”)
BtEngine.NodeUserAttr.ContainsKey(“Forest2”, “Tree21”, “Dec_21_35”, “SomeKey”)
BtEngine.NodeUserAttr.GetValue(“Forest2”, “Tree21”, “Dec_21_35”, “SomeKey”)
NodeType
Integer
NodePolicy
Dictionary<string, string>
Integer
Boolean
String
I BtEngine.GetNodeType(2, 1, 35)
BtEngine.GetName(2, 1, 35)
BtEngine.GetNodePolicy(2, 1, 35)
BtEngine.NodeUserAttr.Get(2, 1, 35)
BtEngine.NodeUserAttr.Count(2, 1, 35)
BtEngine.NodeUserAttr.ContainsKey(2, 1, 35, “SomeKey”)
BtEngine.NodeUserAttr.GetValue(2, 1, 35, “SomeKey”)
NodeType
String
NodePolicy
Dictionary<string, string>
Integer
Boolean
String
Seq_21_43 N BtEngine.GetNodeType(“Forest2”, “Tree21”, “Seq_21_43”)
BtEngine.GetIndex(“Forest2”, “Tree21”, “Seq_21_43”)
BtEngine.GetNodePolicy(“Forest2”, “Tree21”, “Seq_21_43”)
BtEngine.NodeUserAttr.Get(“Forest2”, “Tree21”, “Seq_21_43”)
BtEngine.NodeUserAttr.Count(“Forest2”, “Tree21”, “Seq_21_43”)
BtEngine.NodeUserAttr.ContainsKey(“Forest2”, “Tree21”, “Seq_21_43”, “SomeKey”)
BtEngine.NodeUserAttr.GetValue(“Forest2”, “Tree21”, “Seq_21_43”, “SomeKey”)
NodeType
Integer
NodePolicy
Dictionary<string, string>
Integer
Boolean
String
I BtEngine.GetNodeType(2, 1, 43)
BtEngine.GetName(2, 1, 43)
BtEngine.GetNodePolicy(2, 1, 43)
BtEngine.NodeUserAttr.Get(2, 1, 43)
BtEngine.NodeUserAttr.Count(2, 1, 43)
BtEngine.NodeUserAttr.ContainsKey(2, 1, 43, “SomeKey”)
BtEngine.NodeUserAttr.GetValue(2, 1, 43, “SomeKey”)
NodeType
String
NodePolicy
Dictionary<string, string>
Integer
Boolean
String
Cd_22_48 N BtEngine.GetNodeType(“Forest2”, “Tree22”, “Cd_22_48”)
BtEngine.GetIndex(“Forest2”, “Tree22”, “Cd_22_48”)
BtEngine.GetNodePolicy(“Forest2”, “Tree22”, “Cd_22_48”)
BtEngine.NodeUserAttr.Get(“Forest2”, “Tree22”, “Cd_22_48”)
BtEngine.NodeUserAttr.Count(“Forest2”, “Tree22”, “Cd_22_48”)
BtEngine.NodeUserAttr.ContainsKey(“Forest2”, “Tree22”, “Cd_22_48”, “SomeKey”)
BtEngine.NodeUserAttr.GetValue(“Forest2”, “Tree22”, “Cd_22_48”, “SomeKey”)
NodeType
Integer
NodePolicy
Dictionary<string, string>
Integer
Boolean
String
I BtEngine.GetNodeType(2, 2, 48)
BtEngine.GetName(2, 2, 48)
BtEngine.GetNodePolicy(2, 2, 48)
BtEngine.NodeUserAttr.Get(2, 2, 48)
BtEngine.NodeUserAttr.Count(2, 2, 48)
BtEngine.NodeUserAttr.ContainsKey(2, 2, 48, “SomeKey”)
BtEngine.NodeUserAttr.GetValue(2, 2, 48, “SomeKey”)
NodeType
String
NodePolicy
Dictionary<string, string>
Integer
Boolean
String
M.B.Node (Gets the count of all registered mono behavior nodes, determines if a mono behavior node is registered, finds a mono behavior node, gets IEnumerable interface to all registered mono behavior nodes)
InvokeAll N BtEngine.MonoBehaviorNode.Count()
BtEngine.MonoBehaviorNode.GetEnumerableByName(FromForestTo.Node)
Integer
IEnumerable
I BtEngine.MonoBehaviorNode.Count()
BtEngine.MonoBehaviorNode.GetEnumerableByIndex(FromForestTo.Node)
Integer
IEnumerable
Forest0 N BtEngine.MonoBehaviorNode.IsRegistered(“Forest0”)
BtEngine.MonoBehaviorNode.Find(“Forest0”)
BtEngine.MonoBehaviorNode.GetEnumerable(“Forest0”, FromTreeTo.Node)
Boolean
MonoBehaviorNodeBase
IEnumerable
I BtEngine.MonoBehaviorNode.IsRegistered(0)
BtEngine.MonoBehaviorNode.Find(0)
BtEngine.MonoBehaviorNode.GetEnumerable(0, FromTreeTo.Node)
Boolean
MonoBehaviorNodeBase
IEnumerable
Forest1 N BtEngine.MonoBehaviorNode.IsRegistered(“Forest1”)
BtEngine.MonoBehaviorNode.Find(“Forest1”)
BtEngine.MonoBehaviorNode.GetEnumerable(“Forest1”, FromTreeTo.Node)
Boolean
MonoBehaviorNodeBase
IEnumerable
I BtEngine.MonoBehaviorNode.IsRegistered(1)
BtEngine.MonoBehaviorNode.Find(1)
BtEngine.MonoBehaviorNode.GetEnumerable(1, FromTreeTo.Node)
Boolean
MonoBehaviorNodeBase
IEnumerable
Forest2 N BtEngine.MonoBehaviorNode.IsRegistered(“Forest2”)
BtEngine.MonoBehaviorNode.Find(“Forest2”)
BtEngine.MonoBehaviorNode.GetEnumerable(“Forest2”, FromTreeTo.Node)
Boolean
MonoBehaviorNodeBase
IEnumerable
I BtEngine.MonoBehaviorNode.IsRegistered(2)
BtEngine.MonoBehaviorNode.Find(2)
BtEngine.MonoBehaviorNode.GetEnumerable(2, FromTreeTo.Node)
Boolean
MonoBehaviorNodeBase
IEnumerable
Tree00 N BtEngine.MonoBehaviorNode.IsRegistered(“Forest0”, “Tree00”)
BtEngine.MonoBehaviorNode.Find(“Forest0”, “Tree00”)
BtEngine.MonoBehaviorNode.GetEnumerable(“Forest0”, “Tree00”)
Boolean
MonoBehaviorNodeBase
IEnumerable
I BtEngine.MonoBehaviorNode.IsRegistered(0, 0)
BtEngine.MonoBehaviorNode.Find(0, 0)
BtEngine.MonoBehaviorNode.GetEnumerable(0, 0)
Boolean
MonoBehaviorNodeBase
IEnumerable
Tree10 N BtEngine.MonoBehaviorNode.IsRegistered(“Forest1”, “Tree10”)
BtEngine.MonoBehaviorNode.Find(“Forest1”, “Tree10”)
BtEngine.MonoBehaviorNode.GetEnumerable(“Forest1”, “Tree10”)
Boolean
MonoBehaviorNodeBase
IEnumerable
I BtEngine.MonoBehaviorNode.IsRegistered(1, 0)
BtEngine.MonoBehaviorNode.Find(1, 0)
BtEngine.MonoBehaviorNode.GetEnumerable(1, 0)
Boolean
MonoBehaviorNodeBase
IEnumerable
Tree11 N BtEngine.MonoBehaviorNode.IsRegistered(“Forest1”, “Tree11”)
BtEngine.MonoBehaviorNode.Find(“Forest1”, “Tree11”)
BtEngine.MonoBehaviorNode.GetEnumerable(“Forest1”, “Tree11”)
Boolean
MonoBehaviorNodeBase
IEnumerable
I BtEngine.MonoBehaviorNode.IsRegistered(1, 1)
BtEngine.MonoBehaviorNode.Find(1, 1)
BtEngine.MonoBehaviorNode.GetEnumerable(1, 1)
Boolean
MonoBehaviorNodeBase
IEnumerable
Tree20 N BtEngine.MonoBehaviorNode.IsRegistered(“Forest2”, “Tree20”)
BtEngine.MonoBehaviorNode.Find(“Forest2”, “Tree20”)
BtEngine.MonoBehaviorNode.GetEnumerable(“Forest2”, “Tree20”)
Boolean
MonoBehaviorNodeBase
IEnumerable
I BtEngine.MonoBehaviorNode.IsRegistered(2, 0)
BtEngine.MonoBehaviorNode.Find(2, 0)
BtEngine.MonoBehaviorNode.GetEnumerable(2, 0)
Boolean
MonoBehaviorNodeBase
IEnumerable
Tree21 N BtEngine.MonoBehaviorNode.IsRegistered(“Forest2”, “Tree21”)
BtEngine.MonoBehaviorNode.Find(“Forest2”, “Tree21”)
BtEngine.MonoBehaviorNode.GetEnumerable(“Forest2”, “Tree21”)
Boolean
MonoBehaviorNodeBase
IEnumerable
I BtEngine.MonoBehaviorNode.IsRegistered(2, 1)
BtEngine.MonoBehaviorNode.Find(2, 1)
BtEngine.MonoBehaviorNode.GetEnumerable(2, 1)
Boolean
MonoBehaviorNodeBase
IEnumerable
Tree22 N BtEngine.MonoBehaviorNode.IsRegistered(“Forest2”, “Tree22”)
BtEngine.MonoBehaviorNode.Find(“Forest2”, “Tree22”)
BtEngine.MonoBehaviorNode.GetEnumerable(“Forest2”, “Tree22”)
Boolean
MonoBehaviorNodeBase
IEnumerable
I BtEngine.MonoBehaviorNode.IsRegistered(2, 2)
BtEngine.MonoBehaviorNode.Find(2, 2)
BtEngine.MonoBehaviorNode.GetEnumerable(2, 2)
Boolean
MonoBehaviorNodeBase
IEnumerable
Settings Enable(E)/disable(D) (Enables or disables parallel operation) Return
ParallelOp E BtEngine.EnableParallelOp(true); Boolean
D BtEngine.EnableParallelOp(false); Boolean