beehave
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Methods to ensure tree is only modified between ticks
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)
.
Thoughts?
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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 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.