PathfindingModule.cs
Inherits from:
Description:
Module that defines actions and conditions for a AIAgent
to pathfind using Unity’s built-in NavMeshAgent
.
Usage Notes:
An AI agent’s behaviour loop is updated by an instance of AIManager
if a manager instance is not found one will be created.
Public Properties:
Type | Name | Description | Default Value |
---|---|---|---|
bool | debugMode | Toggles debug mode for displaying gizmos when the agent is selected. | false |
NavMeshAgent | agent | ||
Transform | target | The target location for the agent to pathfind to. | |
MemoryModule | memory | ||
PatrolRoute | patrolRoute | Positions representing a patrol route in the order they should be navigated to. | |
float | fleeDistance | How far the agent should flee from a target. | 16 |
float | followDistance | How far from a target the agent need to be to follow it. | 4 |
float | wanderRange | How far can this agent wander? | 4 |
float | wanderTime | How long the agent should wait until it wanders again. | 1.5f, Minimum Value = 0 |
float | patrolWaitTime | The time the agent waits before moving to the next waypoint. | 0 |
int | timesToPatrol | How many times the agent should patrol though its waypoint route. (0 = forever) | 0 |
PatrolTypes | patrolType | 0 | |
int | timesPatroled | PatrolTypes.loop |
Public Methods:
Name | Summary | Parameters | Returns |
---|---|---|---|
Flee | Void | ||
FollowTarget | Void | ||
Idle | Void | ||
MoveToTarget | Void | ||
StopPatrol | Void | ||
Patrol | Void | ||
Wander | void |