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
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.