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BehaviorTree
Core Library to create and execute Behavior Trees
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The SwitchNode is equivalent to a switch statement, where a certain branch (child) is executed according to the value of a blackboard entry. More...
Classes | |
| class | Semaphore |
Functions | |
| template<typename T = AnyTypeAllowed, typename DefaultT = T> | |
| std::pair< std::string, PortInfo > | PortWithDefault (PortDirection direction, StringView name, const DefaultT &default_value, StringView description) |
| bool | CheckStringEquality (const std::string &v1, const std::string &v2, const ScriptingEnumsRegistry *enums) |
The SwitchNode is equivalent to a switch statement, where a certain branch (child) is executed according to the value of a blackboard entry.
Note that the same behaviour can be achieved with multiple Sequences, Fallbacks and Conditions reading the blackboard, but switch is shorter and more readable.
Example usage:
<Switch3 variable="{var}" case_1="1" case_2="42" case_3="666" > </Switch3>
When the SwitchNode is executed (Switch3 is a node with 3 cases) the "variable" will be compared to the cases and execute the correct child or the default one (last).