BehaviorStatus class final

How a node came out of its last tick.

A class with constants rather than an enum, so a value added in a minor release does not break a switch written against it: name is what a file or a snapshot writes, and byName reads it back.

Properties

hashCode → int
The hash code for this object.
no setterinherited
name → String
The stable name, and the wire name: what a file, a report or a snapshot writes for this value. Never renamed within a major.
final
runtimeType → Type
A representation of the runtime type of the object.
no setterinherited

Methods

noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
toString() → String
A string representation of this object.
override

Operators

operator ==(Object other) → bool
The equality operator.
inherited

Static Methods

byName(String name) → BehaviorStatus?
The value called name, or null for a name this version does not know, which is what a file written by a later version can carry.

Constants

failure → const BehaviorStatus
The node could not: a sequence stops here, a selector tries its next child.
running → const BehaviorStatus
The node is not done: the tree stops here this tick, and the actor goes on acting on this leaf until a later tick decides.
success → const BehaviorStatus
The node did what it was for: a sequence goes on to its next child, a selector stops here.
values → const List<BehaviorStatus>
Every value this version names, in declaration order. A later version appends; nothing is removed or renamed within a major.