Expand description
Behavior tree plugin for Bevy.
Modules§
- conditional
- Nodes that depends on the condition of the bevy world().
- converter
- Decorator nodes that convert the result of its child.
- node
- Abstract representation of node of behavior tree.
- parallel
- Composite nodes that run children parallelly.
- prelude
- Module for convenient imports. Use with
use bevior_tree::prelude::*;. - sequential
- Composite nodes that run children in sequence.
- task
- Node that represents Task.
Macros§
- impl_
random_ picker - Implement PickerBuilder for RandomPickerBuilder with given RNG type and Marker type. This is a macro because typetag does not support generic impl directly.
Structs§
- Behavior
Tree - Behavior tree component. Nodes of the tree receive the entity with this component.
- Behavior
Tree Plugin - Add to your app to use this crate.
- Behavior
Tree Root - Asset representing behavior tree root node.
- Behavior
Tree Source - Component to specify the source path of the behavior tree asset.
- Freeze
- Add to the same entity with the BehaviorTree to temporarily freeze the update.
You may prefer
conditional::ElseFreezenode. Freezes transition of the tree, not running task. - Tree
Status - Represents the state of the tree.
Enums§
- Behavior
Tree System Set - SystemSet that the plugin use.
Functions§
- load_
from_ source - System to load behavior tree assets from source paths.
Attach
BehaviorTreeSourcecomponent to an entity to trigger loading.