Enum ai_behavior::Behavior [−][src]
pub enum Behavior<A> {
Show 14 variants
WaitForPressed(Button),
WaitForReleased(Button),
Wait(f64),
WaitForever,
Action(A),
Fail(Box<Behavior<A>>),
AlwaysSucceed(Box<Behavior<A>>),
Select(Vec<Behavior<A>>),
If(Box<Behavior<A>>, Box<Behavior<A>>, Box<Behavior<A>>),
Sequence(Vec<Behavior<A>>),
While(Box<Behavior<A>>, Vec<Behavior<A>>),
WhenAll(Vec<Behavior<A>>),
WhenAny(Vec<Behavior<A>>),
After(Vec<Behavior<A>>),
}
Expand description
Describes a behavior.
This is used for more complex event logic. Can also be used for game AI.
Variants
WaitForPressed(Button)
Wait for a button to be pressed.
Returns Success
when the button is pressed,
otherwise it returns Running
.
Tuple Fields of WaitForPressed
0: Button
WaitForReleased(Button)
Wait for a button to be released.
Returns Success
when the button is released,
otherwise it returns Running
.
Tuple Fields of WaitForReleased
0: Button
Wait(f64)
Waits an amount of time before continuing.
f64: Time in seconds
Tuple Fields of Wait
0: f64
Wait forever.
A high level description of an action.
Converts Success
into Failure
and vice versa.
Ignores failures and returns Success
.
Runs behaviors one by one until a behavior succeeds.
If a behavior fails it will try the next one. Fails if the last behavior fails. Can be thought of as a short-circuited logical OR gate.
If(condition, success, failure)
Runs behaviors one by one until all succeeded.
The sequence fails if a behavior fails. The sequence succeeds if all the behavior succeeds. Can be thought of as a short-circuited logical AND gate.
Loops while conditional behavior is running.
Succeeds if the conditional behavior succeeds. Fails if the conditional behavior fails, or if any behavior in the loop body fails.
Runs all behaviors in parallel until all succeeded.
Succeeds if all behaviors succeed. Fails is any behavior fails.
Runs all behaviors in parallel until one succeeds.
Succeeds if one behavior succeeds. Fails if all behaviors failed.
Runs all behaviors in parallel until all succeeds in sequence.
Succeeds if all behaviors succeed, but only if succeeding in sequence. Fails if one behavior fails.
Trait Implementations
fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error> where
__D: Deserializer<'de>,
fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error> where
__D: Deserializer<'de>,
Deserialize this value from the given Serde deserializer. Read more
Auto Trait Implementations
impl<A> RefUnwindSafe for Behavior<A> where
A: RefUnwindSafe,
impl<A> UnwindSafe for Behavior<A> where
A: UnwindSafe,
Blanket Implementations
Mutably borrows from an owned value. Read more