public static class AgentTargetTurning "the key called target" into a place in the world.
Remarks
⚠ One key, two types, and the node does not care which. A designer writing MoveTo(target) means "go to that thing", and whether the thing is an entity or a remembered position is a fact about how the key got written rather than about what the node does. A node per key type would be two nodes in the search popup with the same name and the wrong one selected half the time.
An entity key follows its entity as it moves; a Vector3 key does not. That is the difference between chasing somebody and going to where they were, which is exactly the pair perception's default binding writes.
Methods (4)
public static bool TryResolve(in AgentContext context, BlackboardKey key, out Vector3 position, out Entity target)Where a key says to go.
public static bool TryPositionOf(World world, Entity entity, out Vector3 position)Where an entity is.
public static bool TryResolveOrFocus(in AgentContext context, BlackboardKey key, out Vector3 position)Where a key says to go, falling back to the agent's focus.
public static float FlatDistance(Vector3 from, Vector3 to)The distance between two places, ignoring height.
Used by (12)
- DefaultFocusServiceVixen.Ai.Nodes
- DoesPathExistDecoratorVixen.Ai.Nodes
- GoapWiringVixen.Ai.Nodes
- MoveDirectlyTowardTaskVixen.Ai.Nodes
- MoveToTaskVixen.Ai.Nodes
- MoveToTestsVixen.Ai.Nodes.Tests
- PatrolChaseGiveUpTestsVixen.Ai.Nodes.Tests
- PatrolTaskVixen.Ai.Nodes
- QueryRunnerVixen.Ai.Nodes
- RotateTowardTaskVixen.Ai.Nodes
- VillageVixen.Ai.Nodes.Tests
- VillageSampleTestsVixen.Ai.Nodes.Tests