Node Component
Describes the types of node components that perform processing while a node is running.
Basic node components
- EventComponent
This is a node component that performs the process of notifying the node that an event has arrived.
Used to wait for Unity messages (such as OnCollisionEnter) or input events. - ActionComponent
This is a node component that performs processing that can be completed in an instant.
It is used for calling members, calculating data, etc. - EvaluateComponent
A node component that performs conditional judgment.
It is used to determine state transitions and behavior tree execution. - TaskComponent
A node component that performs continuous processing.
It is used for waiting for time to pass, tween processing, waiting for asynchronous processing to complete, etc. - ServiceComponent
A node component that performs processing that is constantly executed without returning results. - CompositeComponent
A component that controls the execution of child nodes of BehaviorTree. - Decorator
This is a node component that performs the process of determining the execution of BehaviorTree.