pub enum TargetReachedCondition {
    Distance(f32),
    VisibleAtDistance(f32),
    StraightPathDistance(f32),
}
Expand description

The condition to consider the agent as having reached its target. When this condition is satisfied, the agent will stop moving.

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Distance(f32)

The target is reached if it is within the provided (Euclidean) distance of the agent. Useful if the target is surrounded by small obstacles which don’t need to be navigated around (e.g. the agent just needs to be close enough to shoot at the target, which is surrounded by cover). Alternatively, if the distance is low, this can simply mean “when the agent is really close to the target”.

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VisibleAtDistance(f32)

The target is reached if it is “visible” (there is a straight line from the agent to the target), and the target is within the provided (Euclidean) distance of the agent. Useful if the agent should be able to see the target (e.g. a companion character should remain visible to the player, but should ideally not stand too close).

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StraightPathDistance(f32)

The target is reached if the “straight line” path from the agent to the target is less than the provided distance. “Straight line” path means if the agent’s path goes around a corner, the distance will be computed going around the corner. This can be more computationally expensive, as the straight line path must be computed every update. Useful for agents that care about the actual walking distance to the target.

Trait Implementations§

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impl Clone for TargetReachedCondition

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fn clone(&self) -> TargetReachedCondition

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Component for TargetReachedCondition
where Self: Send + Sync + 'static,

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type Storage = TableStorage

A marker type indicating the storage type used for this component. This must be either [TableStorage] or [SparseStorage].
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impl Debug for TargetReachedCondition

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Copy for TargetReachedCondition

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impl<T> Any for T
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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<C> Bundle for C
where C: Component,

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fn component_ids( components: &mut Components, storages: &mut Storages, ids: &mut impl FnMut(ComponentId) )

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where F: for<'a> FnMut(&'a mut T) -> OwningPtr<'a>,

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Convert Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.
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Convert Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be further downcast into Rc<ConcreteType> where ConcreteType implements Trait.
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Convert &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
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Convert &mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &mut Any’s vtable from &mut Trait’s.
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where T: Any + Send + Sync,

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fn get_components(self, func: &mut impl FnMut(StorageType, OwningPtr<'_>))

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fn from(t: T) -> T

Returns the argument unchanged.

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fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided [Span], returning an Instrumented wrapper. Read more
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Instruments this type with the current Span, returning an Instrumented wrapper. Read more
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fn into(self) -> U

Calls U::from(self).

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type Owned = T

The resulting type after obtaining ownership.
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Creates owned data from borrowed data, usually by cloning. Read more
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type Error = Infallible

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Performs the conversion.
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type Error = <U as TryFrom<T>>::Error

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Performs the conversion.
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