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    <title>Scripting on Arbor Documentation</title>
    <link>/manual/scripting.html</link>
    <description>Recent content in Scripting on Arbor Documentation</description>
    <generator>Hugo -- gohugo.io</generator>
    <language>en-US</language>
    <lastBuildDate>Thu, 10 Nov 2016 03:19:23 +0000</lastBuildDate>
    
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    <item>
      <title>StateBehaviour</title>
      <link>/manual/scripting/statebehaviour.html</link>
      <pubDate>Thu, 10 Nov 2016 04:54:47 +0000</pubDate>
      
      <guid>/manual/scripting/statebehaviour.html</guid>
      <description>To customize StateBehaviour, you need to create a script file for StateBehaviour and describe what you want to do.
Create StateBehaviour script file  Right-click on the location you want to create from the Project window. From the right-click menu, and select &amp;ldquo;Create&amp;gt; Arbor &amp;gt; State Behaviour C# Script&amp;rdquo;.

  Determined to enter the file name  Function to be called By assigning the created StateBehaviour to the state in ArborEditor, each function of the script will be called.</description>
    </item>
    
    <item>
      <title>Calculator</title>
      <link>/manual/scripting/calculator.html</link>
      <pubDate>Thu, 10 Nov 2016 06:11:33 +0000</pubDate>
      
      <guid>/manual/scripting/calculator.html</guid>
      <description>To customize a calculator node, you need to create a script file for the calculator node and describe the process you want to do.
Create a Calculator script file  Right-click on the location you want to create from the Project window. From the right-click menu, and select &amp;ldquo;Create&amp;gt; Arbor &amp;gt; Calculator C# Script&amp;rdquo;.

  Determined to enter the file name  Function to be called By assigning the created Calculator to a calculator node in ArborEditor, each function of the script will be called.</description>
    </item>
    
    <item>
      <title>Behaviour interfaces</title>
      <link>/manual/scripting/behaviourinterface.html</link>
      <pubDate>Thu, 10 Nov 2016 07:06:48 +0000</pubDate>
      
      <guid>/manual/scripting/behaviourinterface.html</guid>
      <description>There are several interfaces available for scripts such as StateBehaviour, Calculator, and ActionBehaviour.
Target scripts The target script is as follows.
 StateBehaviour Calculator ActionBehaviour Decorator Service  INodeBehaviourSerializationCallbackReceiver An interface for receiving serialization callbacks in the node&amp;rsquo;s behaviour script.
ScriptReference: INodeBehaviourSerializationCallbackReceiver
Since the Unity standard ISerializationCallbackReceiver is used internally, please use this if you want to receive a callback.
Example Script 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40  using UnityEngine;
using System.</description>
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    <item>
      <title>Behaviour attributes</title>
      <link>/manual/scripting/behaviourattribute.html</link>
      <pubDate>Mon, 09 Jul 2018 05:41:17 +0000</pubDate>
      
      <guid>/manual/scripting/behaviourattribute.html</guid>
      <description>Some scripts such as StateBehaviour, Calculator, and ActionBehaviour have several usable attributes.
Target scripts The scripts that can be used for the attributes introduced below are as follows.
 StateBehaviour Calculator ActionBehaviour Decorator Service  AddBehaviourMenu Attribute that can specify the path in the add behaviour menu.
Script Reference : AddBehaviourMenu
Example Script Create a script named TestAddBehaviourMenu and write the following code.
1 2 3 4 5 6 7 8 9 10  using UnityEngine; using System.</description>
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    <item>
      <title>Parameter Reference</title>
      <link>/manual/scripting/parameterreference.html</link>
      <pubDate>Thu, 10 Nov 2016 07:15:23 +0000</pubDate>
      
      <guid>/manual/scripting/parameterreference.html</guid>
      <description>ParameterReference By declaring the ParameterReference association class in the field, you can refer to the parameter.
Example script 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16  using UnityEngine;
using Arbor;
public class TestParameterReference : MonoBehaviour
{
public IntParameterReference intParameter;
void Start ()
{
if (intParameter.parameter != null)
{
Debug.Log(intParameter.parameter.name + &amp;#34; : &amp;#34; + intParameter.parameter.intValue);
}
}
}    When you add this script to GameObject, it becomes as follows.</description>
    </item>
    
    <item>
      <title>Data flow</title>
      <link>/manual/scripting/dataflow.html</link>
      <pubDate>Thu, 10 Nov 2016 07:15:23 +0000</pubDate>
      
      <guid>/manual/scripting/dataflow.html</guid>
      <description>Output slot Data can be output by declaring an output slot such as OutpotSlotInt.
Example script Create a TestOutputSlotBehaviour script file and write the following code.
1 2 3 4 5 6 7 8 9 10 11 12 13  using UnityEngine;
using Arbor;[AddComponentMenu(&amp;#34;&amp;#34;)]
public class TestOutputSlotBehaviour : StateBehaviour
{
public OutputSlotInt outputSlot;
public override void OnStateBegin()
{
outputSlot.SetValue(Random.Range(100, 200));
}
}   When this script is added to the state of ArborFSM, it becomes as follows.</description>
    </item>
    
    <item>
      <title>Data Slot</title>
      <link>/manual/scripting/dataslot.html</link>
      <pubDate>Thu, 10 Nov 2016 07:15:23 +0000</pubDate>
      
      <guid>/manual/scripting/dataslot.html</guid>
      <description>This section explains how to create your own data slot.
As an example I will explain how to make data until you exchange data through simple player data creation.
Create PlayerData script file Create a script file.
 Select &amp;ldquo;Create&amp;gt; C # Script&amp;rdquo; from the Project window right-click menu. This time we will name PlayerData.  Write in PlayerData.cs as follows.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20  using UnityEngine; using System.</description>
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    <item>
      <title>Variable</title>
      <link>/manual/scripting/variable.html</link>
      <pubDate>Thu, 31 May 2018 00:38:35 +0000</pubDate>
      
      <guid>/manual/scripting/variable.html</guid>
      <description>This section explains how to register your own parameters in ParameterContainer.
Creating a Variable script file Generate script with Variable Generator Create a script for your own parameters.
 Select &amp;ldquo;Create &amp;gt; Arbor &amp;gt; Variable C# Script&amp;rdquo; from the Project window right-click menu.

  Enter the parameter class name in the &amp;ldquo;Variable Name&amp;rdquo; field of the Variale Generator window Create a script by pressing &amp;ldquo;Create&amp;rdquo; button.

  If it is a name that can not be used, an error box will be displayed, so please correct the Variable Name.</description>
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    <item>
      <title>Multilingual editor support</title>
      <link>/manual/scripting/localization.html</link>
      <pubDate>Thu, 31 May 2018 00:38:24 +0000</pubDate>
      
      <guid>/manual/scripting/localization.html</guid>
      <description>Behavior attributes and editor extensions can support multiple languages.
Preparing language files In order to support multiple languages, it is necessary to add each language file.
Also, register the folder where the language file is placed.
Since language files can only be used in the editor, place them in the Editor folder.
LanguagePath Placing a language file To register a folder, place the LanguagePath asset in a folder.
 Select the folder to place in the Project window and click &amp;ldquo;Create&amp;rdquo; button.</description>
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