Tasks list--composites options
Sequence: Icon is "arrow", equivalent to and logic. Next to multiple subtasks, they are executed in turn from left to right. When all subtasks are executed successfully, sequence returns successfully, in either child task execution, sequence returns to execution, any child task fails, and the child Task behind (later) is no longer executed, sequence return failure. That is, multiple sequential executions, or failure. sequence interrupt abort type option : The sequence can interrupt who.
- Lower priority: Can interrupt sequence to the right of the task.
- Self: can be interrupted by its own sub-task.
- Both: Both of these situations can be interrupted.
Selector: The icon is a "question mark", equivalent to or logic. Next to multiple subtasks, they are executed in turn from left to right. As soon as any child task succeeds, selector returns successfully, and the child task to the right (later) of the subtask is no longer executed. If all subtasks fail, selector returns failed. That is, multiple elect one, otherwise fail.
Tasks List--composites option--Movement:
You need to import an expansion pack behavior designer-movement_pack,actions There is a movement option to control the movement. patral: Objects patrol around multiple points, create point objects, and drag and drop references. You need to add a navmeshagent component to the object to hook the ground object in the scene navigation static and bake the navigation grid.
Seek: The object moves toward a point, the icon "O~>o". Destinations can be specified by specifying the target Transform (a reference to a game object) or by specifying the target Position (directly entering coordinate values). It is also necessary to add Navmeshagent components to an object.
Tasks List--Condition--movement--Movementcan See object: Whether the object sees the target object, the icon "o<|". You can specify by dragging the target object, or use the object layer mask to return true whenever you see any object in a layer. The object in sight can store the object you see. You can create a variable to hold the target object you see (the variable type is transform) and then pass it in different tasks.
How to use the "Unity note" behaviour Designer