# Node Component

Describes the types of node components that perform processing while a node is running.

## Basic node components

- EventComponent
  This is a node component that performs the process of notifying the node that an event has arrived.
  Used to wait for Unity messages (such as OnCollisionEnter) or input events.
- ActionComponent
  This is a node component that performs processing that can be completed in an instant.
  It is used for calling members, calculating data, etc.
- EvaluateComponent
  A node component that performs conditional judgment.
  It is used to determine state transitions and behavior tree execution.
- TaskComponent
  A node component that performs continuous processing.
  It is used for waiting for time to pass, tween processing, waiting for asynchronous processing to complete, etc.
- ServiceComponent
  A node component that performs processing that is constantly executed without returning results.
- CompositeComponent
  A component that controls the execution of child nodes of BehaviorTree.
- Decorator
  This is a node component that performs the process of determining the execution of BehaviorTree.