BehaviorOverlay class final
What every actor running a behaviour tree last decided, drawn where it stands.
Read-only, and that is the condition for having it at all. It reads
the boards through BehaviorBrain.pathOf and goalOf, which never make
one, so switching the overlay on cannot change a snapshot — an overlay that
did would make a run under the debugger a different run.
Above each actor, one short upright stroke per node on the path, root lowest, coloured by how the node came out: amber running, green success, red failure. A line from the actor to where its running leaf is taking it. Lines cannot carry words, so the names are describe's, for whatever text the game shows beside the picture.
Hand draw to Renderer.addDebugLines.
Constructors
- BehaviorOverlay(ActorSystem actors)
-
An overlay over
actors.
Properties
- actors → ActorSystem
-
The actors whose decisions are drawn; read, never written.
final
- hashCode → int
-
The hash code for this object.
no setterinherited
- runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
Methods
-
describe(
) → List< String> -
One line per actor running a tree: who, and the path by name —
a1: utility › patrol › goTo (running). -
draw(
DebugDraw lines) → void -
Draws, into
lines, each living actor's path as strokes above it and a line to its goal. An actor with no body is skipped. -
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
toString(
) → String -
A string representation of this object.
inherited
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited
Static Methods
-
colorOf(
BehaviorStatus status) → LinearColor -
The line colour for
status, linear: the amber, green and red picked on screen, which the overlay encodes back to exactly those. A status a later release adds is drawn grey until it has a colour of its own.