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Methods to ensure tree is only modified between ticks

Open GammaGames opened this issue 1 year ago • 1 comments

Is your feature request related to a problem? Please describe. I'm prototyping a game that I plan to modify the behavior tree during runtime. I think it would be helpful to have an add_behavior(node/scene, parent_node) that adds the node/scene after the tree has processed for the tick.

The same could happen for removing with a remove_behavior(node/scene, parent_node).

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GammaGames avatar Aug 06 '22 00:08 GammaGames

Actually, that might make a debug view a bit of a pain...

Working on a debug helper scene rn, I'll wait to see if I can implement this later

GammaGames avatar Aug 06 '22 05:08 GammaGames

@GammaGames Closing this as all nodes in beehave are Godot nodes that you can add children to in code dynamically. Feel free to reply why this is still needed but I believe this can be achieved by simply relying on the add_child methods.

bitbrain avatar Dec 17 '22 12:12 bitbrain