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UnitBehaviorLeaf Class

Implements unit decision leaf for Decision tree behavior. This decision calculates value of specified behavior (BehaviorName) for all player's units. If this decision is selected, it sets Unit behavior.
Inheritance Hierarchy
SystemObject
  BaseDecisionTreeNode
    EmptyKeys.Strategy.AI.Components.DecisionsUnitBehaviorLeaf

Namespace:  EmptyKeys.Strategy.AI.Components.Decisions
Assembly:  EmptyKeys.Strategy.AI (in EmptyKeys.Strategy.AI.dll) Version: 1.0.0.0 (1.0.0.0)
Syntax
C#
public class UnitBehaviorLeaf : BaseDecisionTreeNode

The UnitBehaviorLeaf type exposes the following members.

Constructors
  NameDescription
Public methodUnitBehaviorLeaf
Initializes a new instance of the UnitBehaviorLeaf class.
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Properties
  NameDescription
Public propertyBehaviorName
Gets or sets the name of the behavior.
Public propertyGoalPercentage (Inherited from BaseDecisionTreeNode.)
Public propertyIsNodeValid (Inherited from BaseDecisionTreeNode.)
Public propertyValue (Inherited from BaseDecisionTreeNode.)
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Methods
  NameDescription
Public methodCalculateValue
Calculates the value.
(Overrides BaseDecisionTreeNode.CalculateValue(IBehaviorContext).)
Public methodEquals
Determines whether the specified object is equal to the current object.
(Inherited from Object.)
Protected methodFinalize
Allows an object to try to free resources and perform other cleanup operations before it is reclaimed by garbage collection.
(Inherited from Object.)
Public methodGetHashCode
Serves as the default hash function.
(Inherited from Object.)
Public methodGetType
Gets the Type of the current instance.
(Inherited from Object.)
Public methodMakeDecision
Makes the decision.
(Overrides BaseDecisionTreeNode.MakeDecision(IBehaviorContext).)
Protected methodMemberwiseClone
Creates a shallow copy of the current Object.
(Inherited from Object.)
Public methodToString
Returns a string that represents the current object.
(Inherited from Object.)
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See Also