public sealed class MoveToTaskWalks to a key's position or entity, over the navmesh.
Remarks
doc 37 § Part 3's MoveTo. It writes a NavigationDestination and reads a NavigationState; the walking is NavigationSystem's and the crowd's. That split is what lets the task be twenty lines and what lets local avoidance, path slicing and off-mesh links keep working underneath it without the tree knowing.
⚠ An entity target is re-planned when it moves and a Vector3 one never is. Chasing something means the destination follows it, and is what keeps that from being a path search a frame: the target has to have actually gone somewhere before the search is worth repeating.
⚠ Aborting stops the agent where it stands. An abort is a higher-priority branch taking over, and an agent that kept walking to a destination its tree has forgotten about is the classic behaviour-tree bug — a guard that chases you while playing its idle.
Fields and properties (1)
public static int StateSizeHow many bytes it needs.
Methods (4)
public MoveToTask(BlackboardKey key, float acceptance = 1.5, float repath = 1)Walks to a key's position or entity, over the navmesh.
public void Start(in AgentContext context, Span<byte> state)Begins. Called once before the first Tick, on a zeroed span.
public ActionStatus Tick(in AgentContext context, Span<byte> state, float delta)Advances it.
public void Abort(in AgentContext context, Span<byte> state)Stops it early. The span is zeroed afterwards; this is for what is outside it.
Used by (4)
- MoveToTestsVixen.Ai.Nodes.Tests
- PatrolTaskVixen.Ai.Nodes
- VillageVixen.Ai.Nodes.Tests
- WorldNodesVixen.Ai.Nodes