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name =" Yet Another Behavior Tree"
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description =" A Behavior Tree implementation for Godot Engine"
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author =" Adrien Quillet"
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- version =" 1.1.1 "
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+ version =" 1.1.2 "
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script =" yet_another_behavior_tree.gd"
Original file line number Diff line number Diff line change @@ -38,20 +38,21 @@ func get_delta() -> float:
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return get_data ("delta" )
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func has_data (key :Variant ) -> bool :
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- return _execution_data . has (key )
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+ return get_data (key ) != null
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func get_data (key :Variant , default_value :Variant = null ) -> Variant :
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- return _execution_data .get (key , default_value )
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+ var result :Variant = _execution_data .get (key , default_value )
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+ return result .get_ref () if result is WeakRef else result
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func set_data (key :Variant , value :Variant ) -> Variant :
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- var old_value = _execution_data [key ] if _execution_data .has (key ) else null
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- _execution_data [key ] = value
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- return old_value
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+ var old_value : Variant = _execution_data [key ] if _execution_data .has (key ) else null
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+ _execution_data [key ] = weakref ( value ) if value is Node else value
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+ return old_value . get_ref () if old_value is WeakRef else old_value
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func delete_data (key :Variant ) -> Variant :
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var old_value = _execution_data [key ] if _execution_data .has (key ) else null
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_execution_data .erase (key )
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- return old_value
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+ return old_value . get_ref () if old_value is WeakRef else old_value
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# ------------------------------------------
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# Fonctions privées
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