The following composite will run all the children, regardless of their return status.
The same can be achieved using the Optional decorator, but on large graphs that is error-prone and does not immediately convey intent. For example, iterating an empty collection yields a failure. But depending on context, this might or might not be the proper semantic.
Using this composite clearly conveys the intent of executing all the actions.
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using System.Collections.Generic;
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using UnityEngine;
namespaceNodeCanvas.BehaviourTrees
{
[Category("Composites")]
[Description("Execute the child nodes in order or randomly and return Success if all children return Success, else return Failure.nAll the children are executed, regardless of their return status.")]
[Icon("StepIterator")]
[Color("bf7fff")]
publicclassSerial:BTComposite
{
publicboolrandom;
intlastRunningNodeIndex=0;
newStatus status;
publicoverridestringname
{
get{returnbase.name.ToUpper();}
}
protectedoverride Status OnExecute(Component agent,IBlackboard blackboard)
Is there a reason why most behaviour tree implementations dont include a node like this? Is it considered bad design to have many nodes “running” at the same time?