Movement AI
Controls AI movement. Has a 'Target' variable that sets where AI should look, and a 'MoveGoal' for where to move to
ID: EntMovementAI
Requires Components: Movement
Required By: Flying Juke, Movement AI Pathfinding
Base Type: Entity Component
Name | Type | Description |
---|
Enabled | Bool Variable | Defaults to True |
Target | Entity Variable | The current Target this AI is looking at |
Move Goal World Position | Vector3 Variable | Spot in the world to move to, overridden by MoveGoalEntity |
Move Goal Entity | Entity Variable | Entity to Move to, overrides MoveGoalToPosition |
Move Goal Range | Range Variable | Range to move into from move goal - m |
Has Move Goal | Bool Variable | - ReadOnly |
Is Within Move Goal Range | Bool Variable | - ReadOnly |
Pathfinding Enabled | Bool Variable | Will add Pathfinding component if needed by Movement controller - Defaults to True |
Name | Description |
---|
Clear Target And Move Goal | |
Set Target And Move Goal(Entity, Range) | |
Name | Type | Description |
---|
Move Goal Current Position | Vector3 | |
Move Goal Distance | Number | |
Target Position | Vector3 | |
Target Distance | Number | |
Target Is Blocked | Bool | |
Target Is Blocked By Static | Bool | |
Movement Controller | Movement AI Controller Interface | The current Component controlling the Movement |
Path Direction | Vector3 | Current direction to Move Goal or next Pathfinding point |
Name | Description |
---|
Move Goal First Reached() | Called on first reaching a new Move Goal |