public struct AiStimuliSourceAn entity that can be noticed.
As a scene component
- Size
- 16 bytes — 585 rows in a 16 KB chunk, alone on the archetype
Remarks
⚠ Perceivability is opt-in, and that is the first of doc 37 § D15's three bounds. A level has tens of thousands of entities and a handful of them are worth looking for. A perception pass that scanned everything with a transform would be a pass whose cost is the level's size rather than the number of things that matter, and no amount of broad phase fixes that — the broad phase is over these.
Scene-placeable, unlike AiPerception: every field here is authored, so a designer marks the player, the guards and the noisy machinery in the level editor.
Fields and properties (5)
public SenseMask SensesWhich senses can find it. None is how a disguise works.
public byte TeamWhich side it is on.
public float StrengthHow strongly it registers. Scales a noise's range and rides along on every report.
public float HeightWhere the perceivable point is above its position, in metres.
public bool EnabledWhether it registers at all. A corpse or a despawning pickup sets it false.
Methods (1)
public static AiStimuliSource Perceivable(byte team = 0, SenseMask senses = All)A source everything can find.
Used by (8)
- FleetVixen.Ai.Perception.Tests
- PatrolChaseGiveUpTestsVixen.Ai.Nodes.Tests
- PerceptionSystemVixen.Ai.Perception
- ScheduleTestsVixen.Ai.Perception.Tests
- SeamTestsVixen.Ai.Nodes.Tests
- TypeRegistrationVixen.Ai.Perception
- VillageVixen.Ai.Nodes.Tests
- Vixen_Ai_Perception_Ecs_AiStimuliSourceSerializerVixen.Ai.Perception