Search Results for

    Show / Hide Table of Contents

    Class BehaviorTreeMoveToNode

    Moves an actor to the specific target location. Uses pathfinding on navmesh.

    Inheritance
    System.Object
    Object
    SerializableScriptingObject
    BehaviorTreeNode
    BehaviorTreeMoveToNode
    Implements
    ISerializable
    Inherited Members
    BehaviorTreeNode.Init(BehaviorTree)
    BehaviorTreeNode.GetStateSize()
    BehaviorTreeNode.InitState(BehaviorUpdateContext)
    BehaviorTreeNode.ReleaseState(BehaviorUpdateContext)
    BehaviorTreeNode.Update(BehaviorUpdateContext)
    BehaviorTreeNode.GetDebugInfo(BehaviorUpdateContext)
    BehaviorTreeNode.GetStateSize<T>()
    BehaviorTreeNode.NewState(IntPtr, Object)
    BehaviorTreeNode.GetState<T>(IntPtr)
    BehaviorTreeNode.FreeState(IntPtr)
    BehaviorTreeNode._memoryOffset
    BehaviorTreeNode._executionIndex
    BehaviorTreeNode._parent
    BehaviorTreeNode.Name
    Object.__unmanagedPtr
    Object.__internalId
    Object.Finalize()
    Object.As<T>()
    Object.NewValue(Type)
    Object.New(String)
    Object.Find<T>(Guid, Boolean)
    Object.Find(Guid, Type, Boolean)
    Object.TryFind<T>(Guid)
    Object.TryFind(Guid, Type)
    Object.Destroy(Object, Single)
    Object.DestroyNow(Object)
    Object.Destroy<T>(T, Single)
    Object.Equals(Object)
    Object.GetUnmanagedPtr(Object)
    Object.GetUnmanagedInterface(Object, Type)
    Object.FromUnmanagedPtr(IntPtr)
    Object.MapObjectID(Guid)
    Object.RemapObjectID(Guid)
    Object.GetHashCode()
    Object.ID
    Object.TypeName
    Namespace: FlaxEngine
    Assembly: FlaxEngine.CSharp.dll
    Syntax
    [Unmanaged]
    public class BehaviorTreeMoveToNode : BehaviorTreeNode, ISerializable

    Constructors

    BehaviorTreeMoveToNode()

    Initializes a new instance of the BehaviorTreeMoveToNode.

    Declaration
    public BehaviorTreeMoveToNode()

    Properties

    AcceptableRadius

    Threshold value between Agent and Target goal location for destination reach test.

    Declaration
    [EditorOrder(100)]
    [Limit(0F, 3.40282347E+38F, 1F)]
    [Unmanaged]
    public float AcceptableRadius { get; set; }
    Property Value
    System.Single

    Agent

    The agent actor to move. If not set, uses Behavior's parent actor.

    Declaration
    [EditorOrder(10)]
    [Unmanaged]
    public BehaviorKnowledgeSelector<Actor> Agent { get; set; }
    Property Value
    BehaviorKnowledgeSelector<Actor>

    MovementSpeed

    The agent movement speed. Default value is 100 units/second.

    Declaration
    [EditorOrder(15)]
    [Unmanaged]
    public BehaviorKnowledgeSelector<float> MovementSpeed { get; set; }
    Property Value
    BehaviorKnowledgeSelector<System.Single>

    Target

    The target movement object.

    Declaration
    [EditorOrder(30)]
    [Unmanaged]
    public BehaviorKnowledgeSelector<Actor> Target { get; set; }
    Property Value
    BehaviorKnowledgeSelector<Actor>

    TargetGoalUpdateTolerance

    Threshold value for the Target actor location offset that will trigger re-pathing to find a new path.

    Declaration
    [EditorOrder(110)]
    [Limit(0F, 3.40282347E+38F, 1F)]
    [Unmanaged]
    public float TargetGoalUpdateTolerance { get; set; }
    Property Value
    System.Single

    TargetLocation

    The target movement location.

    Declaration
    [EditorOrder(35)]
    [Unmanaged]
    public BehaviorKnowledgeSelector<Vector3> TargetLocation { get; set; }
    Property Value
    BehaviorKnowledgeSelector<Vector3>

    UsePartialPath

    If checked, the movement will start even if there is no direct path to the target (only partial).

    Declaration
    [EditorOrder(130)]
    [Unmanaged]
    public bool UsePartialPath { get; set; }
    Property Value
    System.Boolean

    UsePathfinding

    If checked, the movement will use navigation system pathfinding, otherwise direct motion to the target location will happen.

    Declaration
    [EditorOrder(120)]
    [Unmanaged]
    public bool UsePathfinding { get; set; }
    Property Value
    System.Boolean

    UseTargetGoalUpdate

    If checked, the target goal location will be updated while Target actor moves.

    Declaration
    [EditorOrder(140)]
    [Unmanaged]
    public bool UseTargetGoalUpdate { get; set; }
    Property Value
    System.Boolean

    Methods

    GetAgentSize(Actor, out Single, out Single)

    Returns the agent dimensions used for path following (eg. goal reachability test).

    Declaration
    [Unmanaged]
    public virtual void GetAgentSize(Actor agent, out float outRadius, out float outHeight)
    Parameters
    Actor agent

    System.Single outRadius

    System.Single outHeight

    GetNavMesh(Actor)

    Returns the navmesh to use for the path-finding. Can query nav agent properties from the agent actor to select navmesh.

    Declaration
    [Unmanaged]
    public virtual NavMeshRuntime GetNavMesh(Actor agent)
    Parameters
    Actor agent

    Returns
    NavMeshRuntime

    Move(Actor, Vector3)

    Applies the movement to the agent. Returns true if cannot move.

    Declaration
    [Unmanaged]
    public virtual bool Move(Actor agent, Vector3 move)
    Parameters
    Actor agent

    Vector3 move

    Returns
    System.Boolean

    Extension Methods

    Extensions.ReflectiveCompare<T>(T, T)
    Extensions.DeepClone<T>(T)
    Extensions.RawClone<T>(T)
    In This Article
    Back to top Copyright © 2012-2024 Wojciech Figat