BitQuirky.Behavior.GameObject
Public behavior trees and state machines: runtime symbols in BitQuirky.Behavior.GameObject.
Source snapshot ad0983d00d77.
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Assembly: BitQuirky.Behavior.Runtime
BehaviorAgent
Section titled “BehaviorAgent”Category: GameObject integration
class BitQuirky.Behavior.GameObject.BehaviorAgentSource declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorAgent.cs:44-1205
Inherits: MonoBehaviour
Thin GameObject owner over the same behavior execution core used by entities.
Responsibilities:
- Materialize one imported artifact, own native runtime state, tick one selected Unity callback, and preserve the same instance across disable and re-enable.
- Own one independently mutable managed blackboard companion clone for graphs that declare a GameObject-path value, restore it on reset, keep it across disable and re-enable, and release it exactly once on replacement and disposal.
- Compose exact fact binders and command handlers around each shared-core step.
- Carry one monotonic runtime generation, the running executable and generated member provider fingerprints, and one stable non-negative debug follower key, so an editor observer can pin exactly this runtime instance.
- Consult an attached non-owning follower-keyed debug tick control before each selected Unity callback, so a Live document can pause and single-step this one agent through its normal tick path.
Does NOT:
- Parse source, interpret nodes in managed code, create a backing World, or locate a default graph, binder, command handler, or movement backend.
- Own, create, or dispose the debug tick control, or introduce a second evaluation path for a paused or stepped frame.
Members
Section titled “Members”ActionStates
Section titled “ActionStates”public Unity.Collections.NativeArray<BitQuirky.Behavior.Execution.BehaviorActionRuntimeState> ActionStates { get; }Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorAgent.cs:401
Gets persistent per-action progress for direct state action lists.
AgentEntityId
Section titled “AgentEntityId”public UnityEngine.EntityId AgentEntityId { get; }Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorAgent.cs:321
Gets the stable Unity entity identity assigned to this GameObject.
BindingMap
Section titled “BindingMap”public BitQuirky.Behavior.GameObject.BehaviorAgentBindingMap BindingMap { get; }Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorAgent.cs:431
Gets the exact initialized field and service ownership map.
Blackboard
Section titled “Blackboard”public Unity.Collections.NativeArray<byte> Blackboard { get; }Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorAgent.cs:390
Gets the owned blackboard bytes.
CommandHandlerComponents
Section titled “CommandHandlerComponents”public UnityEngine.MonoBehaviour[] CommandHandlerComponents { get; set; }Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorAgent.cs:193-202
Gets or sets explicitly composed command handlers before initialization.
CommandQueue
Section titled “CommandQueue”public BitQuirky.Behavior.ExternalService.ExternalServiceCommandQueue CommandQueue { get; }Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorAgent.cs:422
Gets the owned external-service command queue.
CompletionRing
Section titled “CompletionRing”public BitQuirky.Behavior.ExternalService.ExternalServiceCompletionRing CompletionRing { get; }Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorAgent.cs:425
Gets the owned external-service completion ring.
DebugFollowerId
Section titled “DebugFollowerId”public int DebugFollowerId { get; }Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorAgent.cs:353-368
Gets the stable non-negative debug follower key that addresses this component in a BehaviorDebugTickControl. It identifies the component rather than one runtime generation, so two agents on one GameObject are two independently controllable followers.
DebugTickControl
Section titled “DebugTickControl”public BitQuirky.Behavior.Diagnostics.BehaviorDebugTickControl DebugTickControl { get; set; }Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorAgent.cs:377-381
Gets or sets the non-owning per-follower debug tick control that the selected Unity callback consults before advancing. Null is the shipped default: nothing is attached, and the tick path costs one reference test. A Live document assigns its own control while it is attached and clears it again when it is released, so a released document can never leave this agent frozen.
ExecutableFingerprint
Section titled “ExecutableFingerprint”public ulong ExecutableFingerprint { get; }Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorAgent.cs:336-337
Gets the executable content fingerprint of the artifact this component is running, or zero before initialization.
public BitQuirky.Behavior.Authoring.BehaviorSourceAsset Graph { get; set; }Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorAgent.cs:135-144
Gets or sets the imported behavior graph before initialization.
InputBinderComponents
Section titled “InputBinderComponents”public UnityEngine.MonoBehaviour[] InputBinderComponents { get; set; }Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorAgent.cs:169-178
Gets or sets explicitly composed input binders before initialization.
IsDisposed
Section titled “IsDisposed”public bool IsDisposed { get; }Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorAgent.cs:312
Gets whether this component has disposed its owned runtime state.
IsInitialized
Section titled “IsInitialized”public bool IsInitialized { get; }Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorAgent.cs:309
Gets whether this component owns initialized runtime state.
IsTerminallyCancelled
Section titled “IsTerminallyCancelled”public bool IsTerminallyCancelled { get; }Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorAgent.cs:315
Gets whether explicit terminal cancellation has stopped this agent.
ManagedBlackboard
Section titled “ManagedBlackboard”public BitQuirky.Behavior.Blackboard.BehaviorManagedBlackboardTemplate ManagedBlackboard { get; }Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorAgent.cs:257
Gets this agent’s own independently mutable companion clone, or null when the graph declares no GameObject-path value. Two agents running the same graph never share it.
ManagedBlackboardTemplate
Section titled “ManagedBlackboardTemplate”public BitQuirky.Behavior.Blackboard.BehaviorManagedBlackboardTemplate ManagedBlackboardTemplate { get; }Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorAgent.cs:250-251
Gets the generated managed blackboard companion template imported with this graph. A graph that declares a GameObject-path value requires it; a graph that declares none carries none.
MemberBindingRuntime
Section titled “MemberBindingRuntime”public BitQuirky.Behavior.Member.BehaviorMemberBindingRuntime MemberBindingRuntime { get; }Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorAgent.cs:260
Gets the owned member binding runtime, or null when the graph binds no members.
MemberFaultTrace
Section titled “MemberFaultTrace”public BitQuirky.Behavior.Diagnostics.BehaviorMemberFaultTrace MemberFaultTrace { get; }Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorAgent.cs:266
Gets the bounded managed companion trace for structured member faults, or null when this graph binds no members.
MemberProvider
Section titled “MemberProvider”public BitQuirky.Behavior.Member.IBehaviorMemberProvider MemberProvider { get; set; }Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorAgent.cs:208-217
Gets or sets the explicitly composed consumer-owned member provider before initialization. Takes precedence over any serialized provider component.
MemberProviderComponent
Section titled “MemberProviderComponent”public UnityEngine.MonoBehaviour MemberProviderComponent { get; set; }Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorAgent.cs:222-231
Gets or sets the explicitly composed serialized member component before initialization.
MemberProviderFingerprint
Section titled “MemberProviderFingerprint”public ulong MemberProviderFingerprint { get; }Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorAgent.cs:345
Gets the binding-set fingerprint of the generated member provider this component initialized with, or zero when the graph binds no member. An initialized member runtime requires this to equal the artifact’s binding-set fingerprint, so a difference means the provider in use is not the one an observer attached to.
MemberReferences
Section titled “MemberReferences”public BitQuirky.Behavior.Member.BehaviorMemberReference[] MemberReferences { get; set; }Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorAgent.cs:234-243
Gets or sets the serialized explicit member reference slots before initialization.
MemberTargetReadingCount
Section titled “MemberTargetReadingCount”public int MemberTargetReadingCount { get; }Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorAgent.cs:277-278
Gets the number of live blackboard-variable target readings this agent holds.
MovementAdapterComponent
Section titled “MovementAdapterComponent”public UnityEngine.MonoBehaviour MovementAdapterComponent { get; set; }Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorAgent.cs:157-166
Gets or sets the explicitly composed component implementing IBehaviorMovementAdapterbefore initialization.
MovementService
Section titled “MovementService”public BitQuirky.Behavior.Movement.BehaviorMovementService MovementService { get; }Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorAgent.cs:428
Gets the movement service composed for this agent.
NodeExecutionStatuses
Section titled “NodeExecutionStatuses”public Unity.Collections.NativeArray<BitQuirky.Behavior.Diagnostics.BehaviorNodeExecutionStatus> NodeExecutionStatuses { get; }Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorAgent.cs:397-398
Gets the persistent latest execution state for every baked node.
ReactiveConditionStates
Section titled “ReactiveConditionStates”public Unity.Collections.NativeArray<BitQuirky.Behavior.Execution.ReactiveConditionRuntimeState> ReactiveConditionStates { get; }Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorAgent.cs:393-394
Gets the persistent artifact-indexed reactive observer state.
RefEvaluationReadingCount
Section titled “RefEvaluationReadingCount”public int RefEvaluationReadingCount { get; }Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorAgent.cs:293-294
Gets the number of live ref-parameter evaluation readings this agent holds.
Result
Section titled “Result”public BitQuirky.Behavior.Execution.BehaviorMachineResult Result { get; }Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorAgent.cs:387
Gets the explicit final state-machine result, or None while still active.
RuntimeGeneration
Section titled “RuntimeGeneration”public uint RuntimeGeneration { get; }Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorAgent.cs:330
Gets the advancing generation of this component’s initialized runtime. Zero means no runtime has been built yet. It advances on every initialization, graph replacement, and runtime reset. The unsigned counter wraps from its maximum back to one, keeping zero reserved for the uninitialized state. Disabling and re-enabling preserves the one runtime, so it preserves the generation.
RuntimeInstance
Section titled “RuntimeInstance”public BitQuirky.Behavior.Execution.BehaviorRuntimeInstance RuntimeInstance { get; }Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorAgent.cs:384
Gets the owned behavior runtime state.
ServiceAdapterComponents
Section titled “ServiceAdapterComponents”public UnityEngine.MonoBehaviour[] ServiceAdapterComponents { get; set; }Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorAgent.cs:181-190
Gets or sets explicitly composed general service adapters.
SuspensionFrames
Section titled “SuspensionFrames”public Unity.Collections.NativeArray<BitQuirky.Behavior.Execution.BehaviorStateSuspensionFrame> SuspensionFrames { get; }Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorAgent.cs:404
Gets native Push suspension frames in activation order.
TickCount
Section titled “TickCount”public long TickCount { get; }Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorAgent.cs:318
Gets the number of shared-core steps executed by this component.
UnresolvedMemberTargetCount
Section titled “UnresolvedMemberTargetCount”public int UnresolvedMemberTargetCount { get; }Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorAgent.cs:273-274
Gets how many blackboard-variable member targets did not resolve on their last evaluation. This is a live reading that clears as soon as every variable holds a usable object again; it is never a bake verdict and is never written into the graph.
UpdateMode
Section titled “UpdateMode”public BitQuirky.Behavior.GameObject.BehaviorAgentUpdateMode UpdateMode { get; set; }Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorAgent.cs:147-151
Gets or sets the one Unity callback that advances this agent.
CancelActiveWork(int frameNumber)
Section titled “CancelActiveWork(int frameNumber)”public void CancelActiveWork(int frameNumber)Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorAgent.cs:479-482
Stops this agent’s outstanding external work exactly once.
InitializeNow()
Section titled “InitializeNow()”public void InitializeNow()Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorAgent.cs:434-440
Initializes the one owned runtime instance when it has not started.
ReadMemberTargetReading(int index)
Section titled “ReadMemberTargetReading(int index)”public BitQuirky.Behavior.Member.BehaviorMemberTargetReading ReadMemberTargetReading(int index)Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorAgent.cs:285-290
Reads one live blackboard-variable target reading for explicit tooling inspection, carrying graph, node, binding, variable, reason, the type required, and the object held. Formatting happens only on this explicit read.
ReadRefEvaluation(int index)
Section titled “ReadRefEvaluation(int index)”public BitQuirky.Behavior.Member.BehaviorMemberRefEvaluationReading ReadRefEvaluation(int index)Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorAgent.cs:301-306
Reads one live ref-parameter evaluation reading for explicit tooling inspection, carrying the pre-call read, post-call write, and completion outcome of the last invocation observed. Formatting happens only on this explicit read.
ReplaceGraph(BehaviorSourceAsset graph, int frameNumber)
Section titled “ReplaceGraph(BehaviorSourceAsset graph, int frameNumber)”public void ReplaceGraph(BitQuirky.Behavior.Authoring.BehaviorSourceAsset graph, int frameNumber)Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorAgent.cs:446-476
Cancels the current graph’s work, releases its owned native state, and initializes the replacement graph with the same explicit host composition.
ResetRuntime(int frameNumber)
Section titled “ResetRuntime(int frameNumber)”public void ResetRuntime(int frameNumber)Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorAgent.cs:539-578
Restores the initialized artifact to its deterministic entry state.
TickOnce(float deltaTime, int frameNumber)
Section titled “TickOnce(float deltaTime, int frameNumber)”public BitQuirky.Behavior.Execution.BehaviorTickStepResult TickOnce(float deltaTime, int frameNumber)Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorAgent.cs:650-712
Samples facts, advances the shared behavior core, and dispatches services once.
TryReadReferenceState(int referenceIndex, out BehaviorReferenceRuntimeState state)
Section titled “TryReadReferenceState(int referenceIndex, out BehaviorReferenceRuntimeState state)”public bool TryReadReferenceState(int referenceIndex, out BitQuirky.Behavior.Execution.BehaviorReferenceRuntimeState state)Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorAgent.cs:407-419
Reads one retained state-machine reference lifecycle without allocating.
BehaviorAgentBindingMap
Section titled “BehaviorAgentBindingMap”Category: GameObject integration
class BitQuirky.Behavior.GameObject.BehaviorAgentBindingMapSource declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorAgentBindingMap.cs:27-724
Exact initialized field and service ownership for one GameObject behavior agent.
Responsibilities:
- Own the resolved binder and handler tables used by one explicitly composed agent.
- Reject missing, duplicate, unknown, null, or incompatible authored bindings, while recognizing that member-projected fields and carried declared values are supplied by the graph itself rather than by an input binder.
Does NOT:
- Own runtime native storage, tick behavior, or discover components by order.
Members
Section titled “Members”CommandHandlerCount
Section titled “CommandHandlerCount”public int CommandHandlerCount { get; }Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorAgentBindingMap.cs:63
Gets the number of exact authored service-token mappings.
InputBinderCount
Section titled “InputBinderCount”public int InputBinderCount { get; }Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorAgentBindingMap.cs:60
Gets the number of explicitly composed input binder components.
BehaviorAgentBlackboardFieldHandle<T>
Section titled “BehaviorAgentBlackboardFieldHandle<T>”Category: GameObject integration
readonly struct BitQuirky.Behavior.GameObject.BehaviorAgentBlackboardFieldHandle<T> where T : unmanagedSource declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/IBehaviorAgentInputBinder.cs:20-58
Resolved type-safe blackboard field location for a GameObject input binder.
Responsibilities:
- Write one validated unmanaged value without per-step name lookup or byte arithmetic.
Does NOT:
- Own blackboard storage or resolve fields during a selected step.
Members
Section titled “Members”IsValid
Section titled “IsValid”public bool IsValid { get; }Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/IBehaviorAgentInputBinder.cs:34
Gets whether this handle was resolved from a compatible baked field.
Write(NativeArray<byte> blackboard, T value)
Section titled “Write(NativeArray<byte> blackboard, T value)”public void Write(Unity.Collections.NativeArray<byte> blackboard, T value)Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/IBehaviorAgentInputBinder.cs:37-57
Writes one typed value to the resolved blackboard location.
BehaviorAgentBlackboardSchema
Section titled “BehaviorAgentBlackboardSchema”Category: GameObject integration
class BitQuirky.Behavior.GameObject.BehaviorAgentBlackboardSchemaSource declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/IBehaviorAgentInputBinder.cs:70-164
Resolves required GameObject blackboard input fields once at composition.
Responsibilities:
- Validate stable field name, baked type, and unmanaged storage size.
- Reject field ownership shared between input binders during composition.
Does NOT:
- Sample scene state or mutate live blackboard bytes.
Members
Section titled “Members”Require<T>(string fieldName)
Section titled “Require<T>(string fieldName)”public BitQuirky.Behavior.GameObject.BehaviorAgentBlackboardFieldHandle<T> Require<T>(string fieldName) where T : unmanagedSource declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/IBehaviorAgentInputBinder.cs:100-133
Resolves a required field and validates its baked type and size.
BehaviorAgentUpdateMode
Section titled “BehaviorAgentUpdateMode”Category: GameObject integration
enum BitQuirky.Behavior.GameObject.BehaviorAgentUpdateModeSource declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorAgentUpdateMode.cs:14-21
Underlying type: byte
Unity callback selected for one GameObject behavior agent.
Responsibilities:
- Select exactly one automatic Unity advancement callback.
Does NOT:
- Change behavior semantics or introduce an externally driven tick mode.
Members
Section titled “Members”FixedUpdate
Section titled “FixedUpdate”FixedUpdate = 1Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorAgentUpdateMode.cs:20
Advance once from each enabled fixed-step callback.
Update
Section titled “Update”Update = 0Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorAgentUpdateMode.cs:17
Advance once from each enabled frame callback.
BehaviorGameObjectBlackboardFieldHandle<T>
Section titled “BehaviorGameObjectBlackboardFieldHandle<T>”Category: GameObject integration
readonly struct BitQuirky.Behavior.GameObject.BehaviorGameObjectBlackboardFieldHandle<T> where T : unmanagedSource declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorGameObjectBlackboardSchema.cs:20-58
Resolved type-safe blackboard field location for a GameObject input binder.
Responsibilities:
- Write one validated unmanaged value without per-step name lookup or byte arithmetic.
Does NOT:
- Own blackboard storage or resolve fields during a selected step.
Members
Section titled “Members”IsValid
Section titled “IsValid”public bool IsValid { get; }Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorGameObjectBlackboardSchema.cs:34
Gets whether this handle was resolved from a compatible baked field.
Write(NativeArray<byte> blackboard, T value)
Section titled “Write(NativeArray<byte> blackboard, T value)”public void Write(Unity.Collections.NativeArray<byte> blackboard, T value)Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorGameObjectBlackboardSchema.cs:37-57
Writes one typed value to the resolved blackboard location.
BehaviorGameObjectBlackboardSchema
Section titled “BehaviorGameObjectBlackboardSchema”Category: GameObject integration
class BitQuirky.Behavior.GameObject.BehaviorGameObjectBlackboardSchemaSource declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorGameObjectBlackboardSchema.cs:70-156
Resolves and records exact GameObject blackboard input ownership during composition.
Responsibilities:
- Validate stable field name, baked type, unmanaged storage size, and unique ownership.
- Return typed handles that write without name lookup during a selected step.
Does NOT:
- Sample scene state, mutate live blackboard bytes, or select a fallback field.
Members
Section titled “Members”Require<T>(string fieldName)
Section titled “Require<T>(string fieldName)”public BitQuirky.Behavior.GameObject.BehaviorGameObjectBlackboardFieldHandle<T> Require<T>(string fieldName) where T : unmanagedSource declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/BehaviorGameObjectBlackboardSchema.cs:95-128
Resolves a required field and validates its baked type and size.
IBehaviorAgentInputBinder
Section titled “IBehaviorAgentInputBinder”Category: GameObject integration
interface BitQuirky.Behavior.GameObject.IBehaviorAgentInputBinderSource declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/IBehaviorAgentInputBinder.cs:175-182
Explicit GameObject fact binder invoked before each reactive behavior tick.
Responsibilities:
- Resolve required typed fields once and sample current facts allocation-free per step.
Does NOT:
- Tick behavior, dispatch services, or discover scene dependencies.
Members
Section titled “Members”Bind(BehaviorAgentBlackboardSchema schema)
Section titled “Bind(BehaviorAgentBlackboardSchema schema)”void Bind(BitQuirky.Behavior.GameObject.BehaviorAgentBlackboardSchema schema)Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/IBehaviorAgentInputBinder.cs:178
Resolves all required fields once during agent composition.
Sample(NativeArray<byte> blackboard)
Section titled “Sample(NativeArray<byte> blackboard)”void Sample(Unity.Collections.NativeArray<byte> blackboard)Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/IBehaviorAgentInputBinder.cs:181
Samples current facts into the supplied blackboard before a tick.
IBehaviorGameObjectCommandHandler
Section titled “IBehaviorGameObjectCommandHandler”Category: GameObject integration
interface BitQuirky.Behavior.GameObject.IBehaviorGameObjectCommandHandlerSource declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/IBehaviorGameObjectCommandHandler.cs:18-25
Explicit GameObject command handler invoked after each selected behavior tick.
Responsibilities:
- Declare every stable service token handled by one explicitly composed component.
- Apply emitted commands in deterministic queue order without per-step token lookup.
Does NOT:
- Tick behavior, sample facts, or discover a default service implementation.
Members
Section titled “Members”ServiceTokens
Section titled “ServiceTokens”System.Collections.Generic.IReadOnlyList<string> ServiceTokens { get; }Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/IBehaviorGameObjectCommandHandler.cs:21
Gets the stable authored service tokens claimed by this handler.
Handle(in ExternalServiceCommand command)
Section titled “Handle(in ExternalServiceCommand command)”void Handle(in BitQuirky.Behavior.ExternalService.ExternalServiceCommand command)Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/IBehaviorGameObjectCommandHandler.cs:24
Handles one emitted command for a claimed service.
IBehaviorGameObjectInputBinder
Section titled “IBehaviorGameObjectInputBinder”Category: GameObject integration
interface BitQuirky.Behavior.GameObject.IBehaviorGameObjectInputBinderSource declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/IBehaviorGameObjectInputBinder.cs:16-23
Explicit GameObject fact binder invoked before each selected behavior tick.
Responsibilities:
- Resolve required typed fields once and sample current facts allocation-free per step.
Does NOT:
- Tick behavior, dispatch commands, or discover scene dependencies.
Members
Section titled “Members”Bind(BehaviorGameObjectBlackboardSchema schema)
Section titled “Bind(BehaviorGameObjectBlackboardSchema schema)”void Bind(BitQuirky.Behavior.GameObject.BehaviorGameObjectBlackboardSchema schema)Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/IBehaviorGameObjectInputBinder.cs:19
Resolves every field owned by this binder during agent composition.
Sample(NativeArray<byte> blackboard)
Section titled “Sample(NativeArray<byte> blackboard)”void Sample(Unity.Collections.NativeArray<byte> blackboard)Source declaration: Packages/io.bitquirky.behavior/Runtime/GameObject/IBehaviorGameObjectInputBinder.cs:22
Samples current facts into the supplied blackboard before a tick.
Source fingerprint: sha256:ad0983d00d773d882bc61865e18d8c5559e009d181e5891575cd7f262515b23e