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.
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 a folder to save all new node scripts.
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:
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.
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.
After the task was done, each node game object in the hierarchy should have its corresponding node C# script component attached.
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.
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 your IDE to view those node C# scripts. Those generated node C# scripts were copied from the NewForestNode, NewTreeRootNode, NewDecoratorNode, NewConditionNode and NewActionNode scripts with new node names.
5. Start To Test Through All Functionalities of Bt Engine API
Run Unity.
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.
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public class BtEngineDemoGUI : MonoBehaviour { void Start() { BtEngine.SetForestFile("AForest.xml"); } void OnApplicationQuit() { BtEngine.Shutdown(); } void Update() { BtEngine.Update(); } } |
By default, the DecoratorNode.OnExecute, DecoratorNode.OnReport, ConditionNode.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 |
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