Class NavigationAgent

The NavigationAgent class implements a navigation agent that can perform path finding on a navigation mesh.

Hierarchy (view full)

Constructors

Accessors

  • get active(): boolean
  • Activates or deactivates the component.

    Returns boolean

    The returned active state also accounts for the active state of the parent SceneObject.

  • set active(value): void
  • Parameters

    • value: boolean

    Returns void

  • get desiredLookDirection(): Immutable<Vector3>
  • The desired look direction.

    Returns Immutable<Vector3>

    The desired look direction might not be the active look direction as it's constrained by values such as the RotationSpeed.

  • get editorMetaData(): Settings
  • Get the editor meta data.

    Returns Settings

    The API is only valid in the editor.

  • get isActiveSelf(): boolean
  • Determines whether the component itself is active, without accounting for the active state of the parent scene object.

    Returns boolean

  • get isAutomaticTargetSelectionEnabled(): boolean
  • Sets a new move target scene object for the agent.

    Returns boolean

    The agent will select the closest point on the navigation mesh and initiate movement.

  • set isAutomaticTargetSelectionEnabled(value): void
  • Parameters

    • value: boolean

    Returns void

  • get isDestroyed(): boolean
  • Determines if the object has been destroyed.

    Returns boolean

  • get isRunning(): boolean
  • Determines if the component is currently active, enabled and running.

    Returns boolean

  • get moveTargetSceneObject(): SceneObject
  • Sets a new move target scene object for the agent.

    Returns SceneObject

    The agent will select the closest point on the navigation mesh and initiate movement.

  • set moveTargetSceneObject(value): void
  • Parameters

    Returns void

  • get normalizedLocalVelocitySmooth(): Immutable<Vector3>
  • The normalized local velocity per axis, smoothed for easier usage with a state machine.

    Returns Immutable<Vector3>

  • get priority(): number
  • The signed execution priority of the component.

    Determines order of execution of this component in relation to other components, higher priorities will execute earlier. The priority value determines the order of initialize, enable and update calls. Valid priorities are in the range [-100...100], other priorities are reserved for internal use.

    The priority should not be modified after onCreate has been called.

    The default priority for user implement components is -10. BuiltInComponent have a default priority of 0. However, instances that have dependencies or are a dependency to another component might have non zero default priorities. For example, the Camera component has a default priority of 50 as other components may depend on the camera being initialized early. The RigidBody component has a default priority of 22 and Joint components have a priority of 20 as the joint depends on fully initialized rigid bodies.

    Returns number

    If two components have the same priority, the order of execution is undefined, but deterministic as the system uses identifiers such as the internal type ID and UUID to guaranteed stable ordering.

  • set priority(value): void
  • Parameters

    • value: number

    Returns void

  • get speed(): number
  • The current speed.

    Returns number

  • get uuid(): UUID
  • Returns a universally unique identifier that persists scene save/load.

    Returns UUID

Methods

  • Virtual

    Calculates bounds of the visible content for this component.

    Returns {
        box: AABox;
        sphere: Sphere;
    }

    An object with the bounding box and bounding sphere or null, if the component has no bounds.

  • Clears the current move target.

    Returns void

  • Destroys the component, removing it from its scene object and stopping component updates.

    Parameters

    • Optionalimmediate: boolean

      If true the component will be fully destroyed immediately. This means that objects that are still referencing this component might fail. Normally destruction is delayed until the end of the frame to give other objects a chance to stop using it.

    Returns void

  • Gets the current velocity target.

    Returns Vector3

  • Calls a parameterless method with the specified name, on the component.

    Parameters

    • name: string

      Name of the method to call.

    Returns boolean

    true if the method was invoked.

  • Virtual

    Called once when the component has been created.

    Returns void

    Called regardless of the state the component is in.

  • Virtual

    Called once just before the component is destroyed.

    Returns void

    Called regardless of the state the component is in.

  • Virtual

    Called every time a component is placed into the Stopped state.

    Returns void

    This method may be called during component destruction, if the component wasn't already in ScenePlayState.Stopped state during destruction. When called during destruction, it is called before onDestroy.

  • Virtual

    Called every time a component leaves the ScenePlayState.Stopped state.

    Returns void

    This method might be called during component creation, if the requirements for leaving the stopped state are met. One such case would be a component class that has the runInEditor attribute. When called during creation it is called after onInitialize.

  • Called at fixed time intervals (e.g. 60 times per frame). Only called if the component is in ScenePlayState.Playing state.

    Returns void

    RSX uses the fixed update to perform updates to sub-systems such as physics. Only implement this method if your logic depends on fixed updates (e.g. at 30hz) for stability.

  • Virtual

    Called once when the component first leaves the ScenePlayState.Stopped state.

    Returns void

    This method might be called during component creation, if the requirements for leaving the stopped state are met. One such case would be a component class that has the runInEditor attribute. When called during creation it is called after onCreate.

  • Virtual

    Called once per frame, after all other components received their onUpdate invocation. Only called if the component is in ScenePlayState.Playing state.

    Returns void

    This method should only be implemented if your component needs logic that implements on other component or SceneObject changes performend in onUpdate. An example could be a camera controller logic that updates in response to changes to the object that is being tracked.

  • Virtual

    Called when the script domain has been refreshed or when the component is initialized. During initialization it is called after onInitialize but before onEnable.

    Returns void

    This API will not be called in a deployment build.

  • Sets a new move target for the agent.

    Parameters

    Returns boolean

    The agent will select the closest point on the navigation mesh and initiate movement.

  • Sets the agent velocity target.

    Parameters

    Returns boolean

    The agent will traverse the nav-mesh based on the specified velocity target. The current move target will be cancelled and the caller is responsible for navigation until the next call to setMoveTarget.

  • Registers the coroutine for the specified component using the provided args as arguments.

    Type Parameters

    Parameters

    • coroutine: T

      The coroutine.

    • Rest...args: Parameters<T>

    Returns boolean

    true if the coroutine was registered.

    The coroutine will be called for the first time when the coroutine subsystem runs for update events. There is no guarantee with regards to the order of how coroutines are invoked. Coroutines are a great way for time-deferred or delayed system. To implement a coroutine simply add a generator method to your component and register it as coroutine:

    		public *myCoroutine(text:string)
    {
    const endTime:number = Time.realElapsed + 3;

    while(Time.realElapsed < endTime)
    {
    yield true;
    }

    Debug.log("This code will be invoked after 3 seconds with the text=" + text);
    }

    To register the function simply call

    		this.startCoroutine(this.myCoroutine, "Hello World!");
    

    The function will be invoked once the coroutine runs. The coroutine function can yield the program control flow by using the keyword yield. The coroutine will then stop execution at that point, and pick up the execution in the next update event, right after the yield keyword that caused the coroutine to pause.

    With helper functions such as waitForSeconds or waitForAsyncOp it is easy to create coroutines that pause for a set time interval.

  • Registers the coroutine for the specified component using the provided args as arguments.

    Type Parameters

    Parameters

    • coroutine: T

      The coroutine.

    • Rest...args: Parameters<T>

    Returns boolean

    true if the coroutine was registered.

    The coroutine will be called for the first time when the coroutine subsystem runs for fixedUpdate events. There is no guarantee with regards to the order of how coroutines are invoked. Coroutines are a great way for time-deferred or delayed system. To implement a coroutine simply add a generator method to your component and register it as coroutine:

    		public *myCoroutine(text:string)
    {
    const endTime:number = Time.realElapsed + 3;

    while(Time.realElapsed < endTime)
    {
    yield true;
    }

    Debug.log("This code will be invoked after 3 seconds!");
    }

    To register the function simply call

    		this.startCoroutine(this.myCoroutine, "Hello World!");
    

    The function will be invoked once the coroutine runs. The coroutine function can yield the program control flow by using the keyword yield. The coroutine will then stop execution at that point, and pick up the execution in the next fixedUpdate event, right after the yield keyword that caused the coroutine to pause.

    With helper functions such as waitForSeconds or waitForAsyncOp it is easy to create coroutines that pause for a set time interval.

  • Stops all coroutines for the specified component.

    Returns void

    This API is only available for components that are registered in a scene.

  • Stops the coroutine for the specified component.

    Parameters

    Returns boolean

    true if the coroutine was registered.

  • Locates a rsx object by its sceneRuntimeID and UUID.

    Parameters

    • sceneRuntimeID: number

      The runtime ID of the SceneInstance of the object.

    • uuid: Const<UUID>

      The UUID of the object to retrieve.

    Returns SceneNode

    The object or null if no object with given sceneRuntimeID and uuid has been registered

Events

onMoveTargetReached: Event<[], void>

Invoked when the move target was reached.

onMoveTargetFailed: Event<[], void>

Invoked when the move target was failed and the agent will not continue to pursue the move target.

onBeginLinkTraversal: Event<[Immutable<Vector3>, Immutable<Vector3>], void>

Invoked when the agent begins to traverse over a NavgationLink.

onEndLinkTraversal: Event<[], void>

Invoked when the agent complets the NavgationLink traversal.