csharp
public struct PatrolRouteThe route a patrol walks.
Remarks
⚠ A component and not a task setting, because a route is a level's data and a task is an asset's. One `.vxbt` runs every guard in the game; the corridor each of them walks is placed in the level editor. Putting the points on the task would mean a behaviour tree per patrol route, which is the thing an authored tree exists to avoid.
A managed component — the struct holds an array — which is the storage docs/plan/04 describes for exactly this: a handful of entities, a variable-length value, and no per-frame iteration over it.
Fields and properties (2)
public Vector3[]? PointsWhere it goes, in order. A route with fewer than two points is not one.
public PatrolMode ModeHow it walks them.
Methods (1)
public static PatrolRoute Of(PatrolMode mode, params Vector3[] points)A route from a list of places.
Used by (9)
- VillageAiVillage
- ComponentRegistrationVixen.Ai.Nodes
- PatrolChaseGiveUpTestsVixen.Ai.Nodes.Tests
- PatrolTaskVixen.Ai.Nodes
- PatrolTestsVixen.Ai.Nodes.Tests
- SceneComponentTestsVixen.Ai.Nodes.Tests
- TypeRegistrationVixen.Ai.Nodes
- VillageVixen.Ai.Nodes.Tests
- Vixen_Ai_Nodes_Ecs_PatrolRouteSerializerVixen.Ai.Nodes