Comments (1)
In short: There are way to many benefits of just keeping them as nodes. They are easier to edit, extend and use. You are however free to make your own fork and implement these things by yourself, but the plugin is heading in another direction, as one of the next big PRs will allow users to dynamically move nodes around at runtime. #47
Parent a child relationships could be staticly typed. (no more adding a Transition node as a child to another transition node only State nodes)
When are you doing this? Transition Nodes should only be children of State nodes.
Actor signals and properties could be type checked.
This can be done now by using something like actor = actor as CharacterBody2D
.
AnimationTree could possibility be used as the node. aka behaviour toolkit root could extended AnimationTreeRoot
No, this is not possible. You would have to build your own Control.
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Related Issues (20)
- Sometimes a scene needs to be reloaded before you can edit / reset properties after adding a new node. HOT 6
- Godot 4.2 what is the policy HOT 2
- Tween node - add option to use value from blackboard HOT 4
- Using ReadTheDocs for documentation HOT 1
- Loop decorator leaf HOT 13
- Example Scene to use static typing HOT 3
- Redesign feature request: Simplify transitions HOT 7
- Maybe include behaviour and behavior in the title of your plugin in godot HOT 3
- Input? HOT 6
- Remove actor parameter in behavour's in favor of something else HOT 11
- Open discussions tab for repo HOT 1
- LeafCondition for Vector2.length? HOT 2
- Add blackboard value support to LeafCall and LeafTween HOT 6
- LeafCall should accept blackboard value as argument type
- Errors after v2.0.1 update HOT 3
- Add the _on_enter() function to the BTBehaviour class for leaf,composite and etc HOT 1
- C#? HOT 1
- BTSequence does not return SUCCESS when the last action is successful until the after first action has run again in some cases. HOT 2
- `FiniteStateMachine` only processes one event per frame. HOT 1
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from behaviourtoolkit.