MoveToTarget is an Action that attempts to use Instantaneous SimpleSteering to move toward the position identified by AI Context variable PathConstants.PATHMOVETARGET. More...
Public Member Functions | |
override ActionResult | Start (Agent agent, float deltaTime) |
Start is called by an Action Executor one time prior to calling consecutive Execute calls. | |
override ActionResult | Execute (Agent agent, float deltaTime) |
Execute is called by an Action Executor to perform the work of the Action. An Action can run to completion, but will typically perform only the work for a single timestep, then continue at the next timestep for long running actions. | |
override ActionResult | Stop (Agent agent, float deltaTime) |
Stop is called to support cleanup and termination of execution activites. Stop should always be called by the Action Executor after a Start, regardless of the SUCCESS or FAILURE of any Execute calls. | |
Public Attributes | |
const string | ACTION_NAME = "MoveToTarget" |
float | closeEnoughDistance = 0.1f |
How close is good enough? | |
float | closeEnoughRadius = 3.0f |
How close do we have to be (rotation degrees)? | |
float | faceBeforeMoveAngle = 90f |
How close do we have to be facing the target before we allow linear movement? | |
bool | allow3DMovement = false |
Do we assume we are using a 2D path or 2D following? (e.g., navgrid or navmesh) | |
bool | allow3DRotation = false |
Do we assume that the AI stays y axis up? |
MoveToTarget is an Action that attempts to use Instantaneous SimpleSteering to move toward the position identified by AI Context variable PathConstants.PATHMOVETARGET.
override ActionResult RAIN.Path.MoveToTarget.Execute | ( | Agent | agent, |
float | deltaTime | ||
) | [virtual] |
Execute is called by an Action Executor to perform the work of the Action. An Action can run to completion, but will typically perform only the work for a single timestep, then continue at the next timestep for long running actions.
agent | The AI agent owning this action |
deltaTime | timestep in seconds |
Reimplemented from RAIN.Action.Action.
override ActionResult RAIN.Path.MoveToTarget.Start | ( | Agent | agent, |
float | deltaTime | ||
) | [virtual] |
Start is called by an Action Executor one time prior to calling consecutive Execute calls.
agent | The AI agent owning this action |
deltaTime | timestep in seconds |
Reimplemented from RAIN.Action.Action.
override ActionResult RAIN.Path.MoveToTarget.Stop | ( | Agent | agent, |
float | deltaTime | ||
) | [virtual] |
Stop is called to support cleanup and termination of execution activites. Stop should always be called by the Action Executor after a Start, regardless of the SUCCESS or FAILURE of any Execute calls.
agent | The AI agent owning this action |
deltaTime | timestep in seconds |
Reimplemented from RAIN.Action.Action.
bool RAIN.Path.MoveToTarget.allow3DMovement = false |
Do we assume we are using a 2D path or 2D following? (e.g., navgrid or navmesh)
bool RAIN.Path.MoveToTarget.allow3DRotation = false |
Do we assume that the AI stays y axis up?
float RAIN.Path.MoveToTarget.closeEnoughDistance = 0.1f |
How close is good enough?
float RAIN.Path.MoveToTarget.closeEnoughRadius = 3.0f |
How close do we have to be (rotation degrees)?
float RAIN.Path.MoveToTarget.faceBeforeMoveAngle = 90f |
How close do we have to be facing the target before we allow linear movement?