@directivegames/genesys.js 3.1.24
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +123 -0
- package/assets/animation-profiles/mixamo.skeleton-profile.json +63 -0
- package/assets/animation-profiles/rigify.skeleton-profile.json +61 -0
- package/assets/character/SKM_SB_MediumHuman.glb +0 -0
- package/assets/character/config/AnimationStateMachineComponent.md +107 -0
- package/assets/character/config/mannequin-anim.json +53 -0
- package/assets/character/mannequin.glb +0 -0
- package/assets/character/mannequinG.glb +0 -0
- package/assets/default.genesys-scene +194 -0
- package/assets/models/PickupActors/SM_Pickup_Health.glb +0 -0
- package/assets/models/PickupActors/SM_Pickup_Station.glb +0 -0
- package/assets/models/SM_Capsule.glb +0 -0
- package/assets/models/SM_ChamferCube.glb +0 -0
- package/assets/models/SM_Cone.glb +0 -0
- package/assets/models/SM_Cube.glb +0 -0
- package/assets/models/SM_Cylinder.glb +0 -0
- package/assets/models/SM_Plane.glb +0 -0
- package/assets/models/SM_Pyramid.glb +0 -0
- package/assets/models/SM_Sphere.glb +0 -0
- package/assets/models/SM_Torus.glb +0 -0
- package/assets/models/SM_Wedge.glb +0 -0
- package/assets/models/Weapons/SM_ShotGun_01.glb +0 -0
- package/assets/models/demo/Characters/Knightdude.glb +0 -0
- package/assets/models/demo/Characters/Spacedude.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Bush01.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Bush02.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Flower01.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Flower02.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Flower03.glb +0 -0
- package/assets/models/demo/LowPoly/SM_GeneratedLandscape.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Grass01.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Grass02.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Grass03.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Mushroom01.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Mushroom02.glb +0 -0
- package/assets/models/demo/LowPoly/SM_MushroomCluster01.glb +0 -0
- package/assets/models/demo/LowPoly/SM_MushroomCluster02.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Rock01.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Rock02.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Rock03.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Rock04.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Tree01.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Tree02.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Tree03.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Tree04.glb +0 -0
- package/assets/models/demo/LowPoly/SM_TreeStump.glb +0 -0
- package/assets/models/demo/LowPoly/SM_TreeTrunk.glb +0 -0
- package/assets/models/demo/LowPoly/low_poly_ship_wreck.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Dirt.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Grass02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Grass02Patch.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Gravel.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Lava.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_LavaStone.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Sand.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Stone.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_StoneA.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_StoneC.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Wall.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Water.glb +0 -0
- package/assets/models/demo/SandboxAsset/Characters/SKM_Arachnids_Large_Spider.glb +0 -0
- package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Adventurer_F01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Adventurer_M01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aviator_F01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aviator_M01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aztec_F01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aztec_M01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Characters/SKM_SB_MediumHuman.glb +0 -0
- package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Shaman.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_03.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_04.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_03.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_04.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_05.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_06.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_07.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_SmallCloud01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_SmallCloud_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_AztecStatue.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_03.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_Broken_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_Broken_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Calendar_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Calendar_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Skull.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Goldpile_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Goldpile_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Rubble_Skeleton_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_TreasureChest.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_TreasureChestSmall.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Wall_Deco_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_AngledWall.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Arch.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Beams.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Beams02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Corner.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_CornerB.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor2.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor3.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_GrowingTree.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_HalfFloor.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_IronBucket.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Pillar.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Railing.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_RoofWindow.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Stairs01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Statue.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall03.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall03B.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall04.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_WallB.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_WallTrim.glb +0 -0
- package/assets/models/demo/SandboxAsset/Floors/SM_SB_Floor_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Floors/SM_SB_Floor_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower01_ColorA.glb +0 -0
- package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower01_ColorB.glb +0 -0
- package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower02_ColorA.glb +0 -0
- package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower02_ColorB.glb +0 -0
- package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower03_ColorA.glb +0 -0
- package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower03_ColorB.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Beach_Grass.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Birgaradier_Tree.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Cactus_Long.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_ElephantEar01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Fern01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_GrassPatch.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Growing_Plant.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Leaf_bush01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Middle_Moss.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Oracle_Tree.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Plant01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Tree01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_plant.glb +0 -0
- package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Arrow_large_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Arrow_large_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeEnd_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeEnd_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeMiddle.glb +0 -0
- package/assets/models/demo/SandboxAsset/GameItems/SM_SB_MovingPlatform_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/GameItems/SM_SB_MovingWall.glb +0 -0
- package/assets/models/demo/SandboxAsset/GameItems/SM_SB_ObsidianTrap.glb +0 -0
- package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Scull_Arrowshooter01.glb +0 -0
- package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Scull_Arrowshooter02.glb +0 -0
- package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Snakepit.glb +0 -0
- package/assets/models/demo/SandboxAsset/Rocks/SM_SB_Rock01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Rocks/SM_SB_Rock02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Corner_L.glb +0 -0
- package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Corner_R.glb +0 -0
- package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Edge.glb +0 -0
- package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_End01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Module.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trees/SM_SB_CaribbeanPine_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trees/SM_SB_CaribbeanPine_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trees/SM_SB_CoconutTree01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trees/SM_SB_CoconutTree02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trees/SM_SB_KapokTree_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trees/SM_SB_KapokTree_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trees/SM_SB_QueenPalm_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trees/SM_SB_QueenPalm_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trees/SM_SB_TreeTrunk.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimA.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimB.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimC.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimD.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimE.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimF.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimG.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimH.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimI.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimJ.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Aztec_Wall_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Aztec_Wall_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Brick01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_BrickBlock01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_BrickBlock02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Vineswall01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_WallDecoA.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Wall_L_01B_128x96.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Wall_L_01_128x96.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Wall_L_02B_128x96.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Wall_L_02C_128x96.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Wall_L_02D_128x96.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Wall_L_02_128x96.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Wall_L_03B_128x96.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Wall_L_03_128x96.glb +0 -0
- package/assets/prefabs/actors/demo_health_pickup.prefab.json +114 -0
- package/assets/prefabs/actors/demo_health_pickup_spawner.prefab.json +102 -0
- package/assets/prefabs/actors/test.prefab.json +87 -0
- package/assets/shaders/M_Anisotropy_Brushed.material.json +89 -0
- package/assets/shaders/M_Anisotropy_Radial.material.json +55 -0
- package/assets/shaders/M_Chrome.material.json +18 -0
- package/assets/shaders/M_Emissive_Blue.material.json +26 -0
- package/assets/shaders/M_Glass_Frosted.material.json +24 -0
- package/assets/shaders/M_Glass_ThinFilm.material.json +23 -0
- package/assets/shaders/M_Glossy_Grey.material.json +20 -0
- package/assets/shaders/M_Matte_White.material.json +20 -0
- package/assets/shaders/M_Metal_Anisotropic_Gold.material.json +31 -0
- package/assets/shaders/M_Metal_Anisotropic_Silver.material.json +31 -0
- package/assets/shaders/M_Metal_Brushed.material.json +61 -0
- package/assets/shaders/M_Paint_Clearcoat.material.json +28 -0
- package/assets/shaders/M_Stone_Mossy.material.json +153 -0
- package/assets/shaders/M_Stone_Mossy_Snow.material.json +151 -0
- package/assets/shaders/M_Toon_Anime.material.json +49 -0
- package/assets/shaders/M_Toon_Anime_5Step.material.json +45 -0
- package/assets/shaders/M_Toon_Cel.material.json +49 -0
- package/assets/shaders/M_Transmission.material.json +42 -0
- package/assets/shaders/M_Velvet_Blue.material.json +33 -0
- package/assets/shaders/M_Velvet_Purple.material.json +30 -0
- package/assets/shaders/M_Velvet_Red.material.json +33 -0
- package/assets/shaders/M_Wax_SSSLite.material.json +55 -0
- package/assets/shaders/matcap/M_Matcap_Blue.material.json +27 -0
- package/assets/shaders/matcap/M_Matcap_Rainbow.material.json +26 -0
- package/assets/shaders/matcap/M_Matcap_White.material.json +28 -0
- package/assets/sounds/birds.mp3 +0 -0
- package/assets/sounds/explosion.mp3 +0 -0
- package/assets/sounds/game-gun-short.mp3 +0 -0
- package/assets/sounds/laser.mp3 +0 -0
- package/assets/sounds/pickup.mp3 +0 -0
- package/assets/sounds/tuba.mp3 +0 -0
- package/assets/textures/Checkerboard.png +0 -0
- package/assets/textures/Grid_10x10.png +0 -0
- package/assets/textures/T_AnisotropyMap_Radial.png +0 -0
- package/assets/textures/T_Anisotropy_Roughness.png +0 -0
- package/assets/textures/T_Gradient.png +0 -0
- package/assets/textures/T_Grid_01.png +0 -0
- package/assets/textures/T_Grid_01.texture.json +7 -0
- package/assets/textures/T_Metal_Brushed_Normal.png +0 -0
- package/assets/textures/T_Normal.png +0 -0
- package/assets/textures/T_Stone_Mossy_AmbientOcclusion.jpg +0 -0
- package/assets/textures/T_Stone_Mossy_BaseColor.jpg +0 -0
- package/assets/textures/T_Stone_Mossy_Normal.jpg +0 -0
- package/assets/textures/T_Stone_Mossy_Roughness.jpg +0 -0
- package/assets/textures/T_Stone_Mossy_Snow_AmbientOcclusion.jpg +0 -0
- package/assets/textures/T_Stone_Mossy_Snow_BaseColor.jpg +0 -0
- package/assets/textures/T_Stone_Mossy_Snow_Normal.jpg +0 -0
- package/assets/textures/T_Stone_Mossy_Snow_Roughness.jpg +0 -0
- package/assets/textures/T_Toon_Anime_4Step.png +0 -0
- package/assets/textures/T_Toon_Anime_5Step.png +0 -0
- package/assets/textures/T_Toon_Cel_2Step.png +0 -0
- package/assets/textures/T_Wax_Thickness.png +0 -0
- package/assets/textures/matcaps/T_Matcap_Rainbow.png.png +0 -0
- package/assets/textures/matcaps/beige.png +0 -0
- package/assets/textures/matcaps/black.png +0 -0
- package/assets/textures/matcaps/blue.png +0 -0
- package/assets/textures/matcaps/brown.png +0 -0
- package/assets/textures/matcaps/emeraldGreen.png +0 -0
- package/assets/textures/matcaps/gold.png +0 -0
- package/assets/textures/matcaps/gray.png +0 -0
- package/assets/textures/matcaps/green.png +0 -0
- package/assets/textures/matcaps/metal.png +0 -0
- package/assets/textures/matcaps/orange.png +0 -0
- package/assets/textures/matcaps/purple.png +0 -0
- package/assets/textures/matcaps/red.png +0 -0
- package/assets/textures/matcaps/white.png +0 -0
- package/assets/textures/matcaps/yellow.png +0 -0
- package/assets/textures/skybox/citrus_orchard_road_puresky_2k.hdr +0 -0
- package/assets/textures/skybox/venice_sunset_4k.hdr +0 -0
- package/assets/ui/styles/ammo-counter.css +58 -0
- package/assets/ui/styles/compass.css +54 -0
- package/assets/ui/styles/controls-help.css +21 -0
- package/assets/ui/styles/crosshair.css +51 -0
- package/assets/ui/styles/inventory-bar.css +112 -0
- package/assets/ui/styles/inventory-grid.css +257 -0
- package/assets/ui/styles/main-menu.css +59 -0
- package/assets/ui/styles/minimap.css +12 -0
- package/assets/ui/styles/number-display.css +18 -0
- package/assets/ui/styles/progress-bar.css +199 -0
- package/assets/ui/styles/reload-indicator.css +76 -0
- package/assets/ui/templates/ammo-counter.html +7 -0
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- package/src/npc/behavior-tree/behaviors/actions/utility/LookAtTargetAction.ts +136 -0
- package/src/npc/behavior-tree/behaviors/actions/utility/WaitAction.ts +70 -0
- package/src/npc/behavior-tree/behaviors/actions/utility/index.ts +4 -0
- package/src/npc/behavior-tree/behaviors/conditions/BlackboardValueCondition.ts +144 -0
- package/src/npc/behavior-tree/behaviors/conditions/CanSeeTargetCondition.ts +171 -0
- package/src/npc/behavior-tree/behaviors/conditions/HasLastKnownPositionCondition.ts +63 -0
- package/src/npc/behavior-tree/behaviors/conditions/HpAbovePercentCondition.ts +83 -0
- package/src/npc/behavior-tree/behaviors/conditions/IsPlayerNearCondition.ts +49 -0
- package/src/npc/behavior-tree/behaviors/conditions/TargetBelowHpPercentCondition.ts +61 -0
- package/src/npc/behavior-tree/behaviors/conditions/TargetInConeCondition.ts +106 -0
- package/src/npc/behavior-tree/behaviors/conditions/TimeLimitCondition.ts +65 -0
- package/src/npc/behavior-tree/behaviors/conditions/index.ts +19 -0
- package/src/npc/behavior-tree/behaviors/index.ts +9 -0
- package/src/npc/behavior-tree/blackboard/Blackboard.ts +127 -0
- package/src/npc/behavior-tree/blackboard/BlackboardKey.ts +59 -0
- package/src/npc/behavior-tree/blackboard/index.ts +2 -0
- package/src/npc/behavior-tree/index.ts +27 -0
- package/src/npc/behavior-tree/loader/BehaviorTreeLoader.ts +296 -0
- package/src/npc/behavior-tree/nodes/CompositeNode.ts +100 -0
- package/src/npc/behavior-tree/nodes/LeafNode.ts +11 -0
- package/src/npc/behavior-tree/nodes/composite/SelectorNode.ts +56 -0
- package/src/npc/behavior-tree/nodes/composite/SequenceNode.ts +56 -0
- package/src/physics/BasePhysicsEngine.ts +1486 -0
- package/src/physics/IPhysicsVehicle.ts +162 -0
- package/src/physics/PhysicsEngine.ts +517 -0
- package/src/physics/PhysicsTypes.ts +116 -0
- package/src/physics/implementations/RapierDebugRender.ts +55 -0
- package/src/physics/implementations/RapierPhysics.ts +1419 -0
- package/src/physics/implementations/RapierVehicle.ts +267 -0
- package/src/physics/index.ts +16 -0
- package/src/render/EdgeOutlineEffect.ts +365 -0
- package/src/render/PostProcessManager.ts +1025 -0
- package/src/render/Renderer.ts +310 -0
- package/src/render/Texture.ts +140 -0
- package/src/render/index.ts +22 -0
- package/src/render/lightmapping/LightmapAtlas.ts +248 -0
- package/src/render/lightmapping/LightmapBaker.ts +333 -0
- package/src/render/lightmapping/LightmapManager.ts +752 -0
- package/src/render/lightmapping/LightmapMaterial.ts +283 -0
- package/src/render/lightmapping/LightmapSerialization.ts +336 -0
- package/src/render/lightmapping/LightmapSerializer.ts +309 -0
- package/src/render/lightmapping/MultiLightmapperMaterial.ts +484 -0
- package/src/render/lightmapping/index.ts +18 -0
- package/src/render/postprocessing/EffectPassWrapper.ts +47 -0
- package/src/render/postprocessing/ObjectOutlineEffect.ts +356 -0
- package/src/render/postprocessing/index.ts +2 -0
- package/src/runtime/GameRuntime.ts +153 -0
- package/src/runtime/InjectedDependencies.ts +70 -0
- package/src/runtime/Utils.ts +146 -0
- package/src/runtime/index.ts +4 -0
- package/src/runtime/materials/MatcapShaderMaterial.ts +242 -0
- package/src/runtime/materials/index.ts +1 -0
- package/src/scripting/Plugin.ts +67 -0
- package/src/scripting/PluginManager.ts +99 -0
- package/src/scripting/index.ts +1 -0
- package/src/storage/defaultStorageProvider.ts +95 -0
- package/src/storage/index.ts +16 -0
- package/src/storage/projectContext.ts +176 -0
- package/src/storage/storageProvider.ts +271 -0
- package/src/systems/ClassRegistry.ts +484 -0
- package/src/systems/ConsoleManager.ts +484 -0
- package/src/systems/ConsoleVariableHandler.ts +105 -0
- package/src/systems/ConsoleVariableManager.ts +288 -0
- package/src/systems/InputManager.ts +1255 -0
- package/src/systems/ObjectNamingSystem.ts +30 -0
- package/src/systems/Stats.ts +178 -0
- package/src/systems/TimerSystem.ts +353 -0
- package/src/systems/TweenManager.ts +107 -0
- package/src/systems/WorldSerialization.ts +1211 -0
- package/src/systems/collision/CollisionConfig.ts +281 -0
- package/src/systems/collision/CollisionTypes.ts +185 -0
- package/src/systems/collision/index.ts +15 -0
- package/src/systems/index.ts +23 -0
- package/src/templates/MyActor.ts +29 -0
- package/src/templates/MySceneComponent.ts +29 -0
- package/src/templates/README.md +1 -0
- package/src/types/rapier-es.d.ts +16 -0
- package/src/types/stats.js.d.ts +22 -0
- package/src/ui/LoadingScreen.ts +110 -0
- package/src/ui/UIElement.ts +224 -0
- package/src/ui/UILayout.ts +269 -0
- package/src/ui/UIManager.ts +161 -0
- package/src/ui/UIResource.ts +20 -0
- package/src/ui/components/AmmoCounter.ts +126 -0
- package/src/ui/components/BaseUIComponent.md +296 -0
- package/src/ui/components/BaseUIComponent.ts +390 -0
- package/src/ui/components/Compass.ts +144 -0
- package/src/ui/components/ControlsPanel.ts +62 -0
- package/src/ui/components/Crosshair.ts +76 -0
- package/src/ui/components/InventoryBar.ts +224 -0
- package/src/ui/components/InventoryGrid.ts +471 -0
- package/src/ui/components/Minimap.ts +181 -0
- package/src/ui/components/NumberDisplay.ts +198 -0
- package/src/ui/components/ProgressBar.ts +403 -0
- package/src/ui/components/ReloadIndicator.ts +159 -0
- package/src/ui/components/index.ts +12 -0
- package/src/ui/index.ts +21 -0
- package/src/ui/ui-loader.ts +87 -0
- package/src/utils/Color.ts +51 -0
- package/src/utils/Delegate.ts +112 -0
- package/src/utils/DescriptionHelpers.ts +93 -0
- package/src/utils/EditorClassMeta.ts +91 -0
- package/src/utils/GlobalAudioManager.ts +370 -0
- package/src/utils/IAsyncLoadable.ts +122 -0
- package/src/utils/MaterialHelpers.ts +321 -0
- package/src/utils/MathHelpers.ts +79 -0
- package/src/utils/NodeJs.ts +79 -0
- package/src/utils/Perlin.ts +346 -0
- package/src/utils/ResourceManager.ts +716 -0
- package/src/utils/SceneGraphUtils.ts +173 -0
- package/src/utils/Spawn.ts +93 -0
- package/src/utils/ThreeJsExtensions.ts +1200 -0
- package/src/utils/TweenExtensions.ts +124 -0
- package/src/utils/UserCodeEngine.ts +243 -0
- package/src/utils/Utils.ts +328 -0
- package/src/utils/VRButtonUtils.ts +125 -0
- package/src/utils/browser-polyfills/module.ts +36 -0
- package/src/utils/browser-polyfills/path.ts +232 -0
- package/src/utils/index.ts +29 -0
- package/src/utils/serialization/cdo.ts +87 -0
- package/src/utils/serialization/clsAlias.ts +92 -0
- package/src/utils/serialization/decorator.ts +176 -0
- package/src/utils/serialization/index.ts +7 -0
- package/src/utils/serialization/prefab.ts +78 -0
- package/src/utils/serialization/prefabManager.ts +88 -0
- package/src/utils/serialization/serializable.ts +28 -0
- package/src/utils/serialization/serializer.ts +1111 -0
- package/src/utils/serialization/specialization.ts +224 -0
- package/src/utils/serialization/specializationUtils.ts +185 -0
- package/src/vfx/VFXComponent.ts +206 -0
- package/src/vfx/index.ts +17 -0
- package/src/vfx/types.ts +287 -0
- package/src/vfx/wawa-vfx-reference.md +399 -0
- package/src/world-commands/common.ts +25 -0
- package/src/world-commands/generate-code.ts +99 -0
- package/src/world-commands/index.ts +19 -0
- package/src/world-commands/place-gltf.ts +63 -0
- package/src/world-commands/place-prefab.ts +62 -0
- package/src/world-commands/place-primitive.ts +128 -0
- package/src/world-commands/remove-actors.ts +32 -0
- package/src/xr/VRActor.ts +71 -0
- package/src/xr/VRControllerHandler.ts +87 -0
- package/src/xr/VRControllerManager.ts +559 -0
- package/src/xr/VRDeviceHandler.ts +77 -0
- package/src/xr/VRHandHandler.ts +166 -0
- package/src/xr/VRInputDevice.ts +374 -0
- package/src/xr/VRPawn.ts +815 -0
- package/src/xr/actor-components/CanvasUIComponent.ts +425 -0
- package/src/xr/actor-components/VRBaseComponent.ts +26 -0
- package/src/xr/actor-components/VRGrabbableComponent.ts +73 -0
- package/src/xr/actor-components/VRInteractableComponent.ts +43 -0
- package/src/xr/index.ts +17 -0
- package/src/xr/pawn-components/VRGrabComponent.ts +435 -0
- package/src/xr/pawn-components/VRInteractComponent.ts +77 -0
- package/src/xr/pawn-components/VRSnapTurnComponent.ts +103 -0
- package/src/xr/pawn-components/VRTeleportComponent.ts +284 -0
- package/src/xr/ui/CanvasColorPicker.ts +172 -0
- package/src/xr/ui/CanvasKeyboard.ts +283 -0
- package/src/xr/ui/CanvasSlider.ts +83 -0
- package/src/xr/ui/CanvasUI.ts +879 -0
- package/src/xr/ui/index.ts +9 -0
package/dist/src/npc/behavior-tree/behaviors/actions/utility/CalculateTacticalPositionAction.js
ADDED
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@@ -0,0 +1,123 @@
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1
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var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
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var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
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if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
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else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
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return c > 3 && r && Object.defineProperty(target, key, r), r;
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};
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var __metadata = (this && this.__metadata) || function (k, v) {
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if (typeof Reflect === "object" && typeof Reflect.metadata === "function") return Reflect.metadata(k, v);
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};
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import * as THREE from 'three';
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import { EngineClass } from '../../../../../systems/ClassRegistry.js';
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import { BehaviorStatus } from '../../../BehaviorNode.js';
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import { BehaviorAction } from '../../BehaviorAction.js';
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/**
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15
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* Action that calculates a tactical position at a specified distance from a target actor.
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* This is useful for positioning NPCs at optimal combat ranges or flanking positions.
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*/
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let CalculateTacticalPositionAction = class CalculateTacticalPositionAction extends BehaviorAction {
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constructor(options = {}) {
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super({
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name: 'CalculateTacticalPosition',
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...options
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});
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Object.defineProperty(this, "targetActorKey", {
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enumerable: true,
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configurable: true,
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writable: true,
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value: void 0
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});
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Object.defineProperty(this, "outputPositionKey", {
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enumerable: true,
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configurable: true,
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writable: true,
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value: void 0
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});
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Object.defineProperty(this, "distance", {
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enumerable: true,
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configurable: true,
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writable: true,
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value: void 0
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});
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Object.defineProperty(this, "useNavigation", {
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enumerable: true,
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configurable: true,
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writable: true,
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value: void 0
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});
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Object.defineProperty(this, "angleOffset", {
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enumerable: true,
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configurable: true,
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writable: true,
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value: void 0
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});
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this.targetActorKey = options.targetActorKey ?? 'PlayerActor';
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this.outputPositionKey = options.outputPositionKey ?? 'TacticalPosition';
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56
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this.distance = options.distance ?? 25.0;
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this.useNavigation = options.useNavigation ?? true;
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this.angleOffset = options.angleOffset ?? 0;
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}
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onInitialize(blackboard) {
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// Nothing to initialize
|
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62
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}
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63
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onEnter(blackboard) {
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64
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// Calculate position immediately on enter
|
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65
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+
this.calculateTacticalPosition(blackboard);
|
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66
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}
|
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67
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+
async onUpdate(blackboard, deltaTime) {
|
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68
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// This action completes immediately after calculating the position
|
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69
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return BehaviorStatus.Success;
|
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70
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+
}
|
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71
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onExit(blackboard, status) {
|
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72
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// Nothing to clean up
|
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73
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}
|
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74
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+
calculateTacticalPosition(blackboard) {
|
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75
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const owner = this.getOwner(blackboard);
|
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76
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+
if (!owner) {
|
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77
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return;
|
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78
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+
}
|
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// Get target actor
|
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80
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+
const targetActor = blackboard.getValue(this.targetActorKey);
|
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81
|
+
if (!targetActor) {
|
|
82
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+
console.warn(`CalculateTacticalPositionAction: No target actor found with key ${this.targetActorKey}`);
|
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83
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+
return;
|
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84
|
+
}
|
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85
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+
// Get current positions
|
|
86
|
+
const ownerPosition = new THREE.Vector3();
|
|
87
|
+
const targetPosition = new THREE.Vector3();
|
|
88
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+
owner.rootComponent.getWorldPosition(ownerPosition);
|
|
89
|
+
targetActor.rootComponent.getWorldPosition(targetPosition);
|
|
90
|
+
// Calculate direction from target to owner
|
|
91
|
+
const directionToOwner = ownerPosition.clone().sub(targetPosition);
|
|
92
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+
directionToOwner.y = 0; // Keep on same height level
|
|
93
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+
directionToOwner.normalize();
|
|
94
|
+
// Apply angle offset if specified
|
|
95
|
+
if (this.angleOffset !== 0) {
|
|
96
|
+
const rotationMatrix = new THREE.Matrix4().makeRotationY(this.angleOffset);
|
|
97
|
+
directionToOwner.applyMatrix4(rotationMatrix);
|
|
98
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+
}
|
|
99
|
+
// Calculate tactical position at the desired distance
|
|
100
|
+
const tacticalPosition = targetPosition.clone().add(directionToOwner.multiplyScalar(this.distance));
|
|
101
|
+
// If using navigation, find the closest valid point on the navigation mesh
|
|
102
|
+
if (this.useNavigation) {
|
|
103
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+
const world = owner.getWorld();
|
|
104
|
+
const navigationServer = world?.getNavigationServer();
|
|
105
|
+
if (navigationServer && navigationServer.isReady()) {
|
|
106
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+
const validPosition = navigationServer.getClosestPointOnNavigationMesh(tacticalPosition);
|
|
107
|
+
blackboard.setValue(this.outputPositionKey, validPosition);
|
|
108
|
+
return;
|
|
109
|
+
}
|
|
110
|
+
else {
|
|
111
|
+
return;
|
|
112
|
+
}
|
|
113
|
+
}
|
|
114
|
+
// Store the calculated position in the blackboard
|
|
115
|
+
blackboard.setValue(this.outputPositionKey, tacticalPosition);
|
|
116
|
+
}
|
|
117
|
+
};
|
|
118
|
+
CalculateTacticalPositionAction = __decorate([
|
|
119
|
+
EngineClass('CalculateTacticalPositionAction'),
|
|
120
|
+
__metadata("design:paramtypes", [Object])
|
|
121
|
+
], CalculateTacticalPositionAction);
|
|
122
|
+
export { CalculateTacticalPositionAction };
|
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123
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import { BehaviorStatus } from '../../../BehaviorNode.js';
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import { BehaviorAction, type BehaviorActionOptions } from '../../BehaviorAction.js';
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import type { Blackboard } from '../../../blackboard/Blackboard.js';
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export interface LookAtTargetActionOptions extends BehaviorActionOptions {
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/** Blackboard key containing the target actor to look at */
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targetActorKey?: string;
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/** Blackboard key containing the target position to look at */
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targetPositionKey?: string;
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/** Angle threshold in radians for considering the look complete */
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angleThreshold?: number;
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/** Rotation speed in radians per second */
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rotationSpeed?: number;
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/**
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* Whether to only rotate in the XZ plane (horizontal only) or allow full XYZ rotation.
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* - true: Only rotate around Y-axis (XZ plane) - good for ground-based characters
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* - false: Allow full XYZ rotation - good for flying/aerial characters
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*/
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horizontalOnly?: boolean;
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/** Speed multiplier for rotation (higher = faster rotation) */
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speed?: number;
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}
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/**
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* Action that makes the NPC look at a target actor or position.
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* Rotates the actor's forward direction to point towards the target.
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*
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* Supports two rotation modes:
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* - XZ plane only (horizontalOnly: true): Rotates only around Y-axis, good for ground characters
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* - Full XYZ rotation (horizontalOnly: false): Allows pitch/yaw rotation, good for aerial characters
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*/
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export declare class LookAtTargetAction extends BehaviorAction {
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private targetActorKey?;
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private targetPositionKey?;
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private angleThreshold;
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private rotationSpeed;
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private horizontalOnly;
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private speed;
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constructor(options?: LookAtTargetActionOptions);
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protected onInitialize(blackboard: Blackboard): void;
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protected onEnter(blackboard: Blackboard): void;
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protected onUpdate(blackboard: Blackboard, deltaTime: number): Promise<BehaviorStatus>;
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protected onExit(blackboard: Blackboard, status: BehaviorStatus): void;
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private getTargetPosition;
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}
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var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
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var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
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if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
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else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
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return c > 3 && r && Object.defineProperty(target, key, r), r;
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};
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var __metadata = (this && this.__metadata) || function (k, v) {
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if (typeof Reflect === "object" && typeof Reflect.metadata === "function") return Reflect.metadata(k, v);
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};
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import * as THREE from 'three';
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import { AerialMovementComponent } from '../../../../../components/movement/AerialMovementComponent.js';
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import { NpcMovementComponent } from '../../../../../components/movement/NpcMovementComponent.js';
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import { EngineClass } from '../../../../../systems/ClassRegistry.js';
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import { BehaviorStatus } from '../../../BehaviorNode.js';
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import { BehaviorAction } from '../../BehaviorAction.js';
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/**
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17
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+
* Action that makes the NPC look at a target actor or position.
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18
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+
* Rotates the actor's forward direction to point towards the target.
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19
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+
*
|
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20
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* Supports two rotation modes:
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21
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* - XZ plane only (horizontalOnly: true): Rotates only around Y-axis, good for ground characters
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* - Full XYZ rotation (horizontalOnly: false): Allows pitch/yaw rotation, good for aerial characters
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*/
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let LookAtTargetAction = class LookAtTargetAction extends BehaviorAction {
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constructor(options = {}) {
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super({
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name: 'LookAt',
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...options
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});
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Object.defineProperty(this, "targetActorKey", {
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enumerable: true,
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configurable: true,
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writable: true,
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value: void 0
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});
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Object.defineProperty(this, "targetPositionKey", {
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enumerable: true,
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configurable: true,
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writable: true,
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value: void 0
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});
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Object.defineProperty(this, "angleThreshold", {
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enumerable: true,
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configurable: true,
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writable: true,
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value: void 0
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});
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Object.defineProperty(this, "rotationSpeed", {
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enumerable: true,
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configurable: true,
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writable: true,
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value: void 0
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});
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Object.defineProperty(this, "horizontalOnly", {
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enumerable: true,
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configurable: true,
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writable: true,
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value: void 0
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});
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Object.defineProperty(this, "speed", {
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enumerable: true,
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configurable: true,
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writable: true,
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value: void 0
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});
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this.targetActorKey = options.targetActorKey ?? 'PlayerActor';
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this.targetPositionKey = options.targetPositionKey;
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this.angleThreshold = options.angleThreshold ?? Math.PI / 16; // ~11.25 degrees
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this.rotationSpeed = options.rotationSpeed ?? 3.0; // radians per second
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this.horizontalOnly = options.horizontalOnly ?? true;
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this.speed = options.speed ?? 1.0;
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}
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onInitialize(blackboard) {
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// No initialization needed - we work directly with the actor's transform
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}
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onEnter(blackboard) {
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// No setup needed - deltaTime is now provided directly
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}
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async onUpdate(blackboard, deltaTime) {
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const owner = this.getOwner(blackboard);
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if (!owner) {
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return BehaviorStatus.Failure;
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}
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// Get target position
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const targetPos = this.getTargetPosition(blackboard);
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if (!targetPos) {
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return BehaviorStatus.Failure;
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}
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// Try to get either type of movement component
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const npcMovementComponent = owner.getComponent(NpcMovementComponent);
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const aerialMovementComponent = owner.getComponent(AerialMovementComponent);
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const movementComponent = npcMovementComponent ?? aerialMovementComponent;
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if (!movementComponent) {
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return BehaviorStatus.Failure;
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}
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// Set the look-at target on the movement component (both have same API)
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97
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movementComponent.setLookAtTarget(targetPos, this.angleThreshold);
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// Check if we're done looking at the target (both have same API)
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if (movementComponent.isLookingAtTargetComplete()) {
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return BehaviorStatus.Success;
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}
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return BehaviorStatus.Running;
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}
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onExit(blackboard, status) {
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const owner = this.getOwner(blackboard);
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106
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if (owner) {
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// Try to get either type of movement component
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const npcMovementComponent = owner.getComponent(NpcMovementComponent);
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const aerialMovementComponent = owner.getComponent(AerialMovementComponent);
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const movementComponent = npcMovementComponent ?? aerialMovementComponent;
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111
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+
if (movementComponent) {
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112
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// Clear the look-at target when exiting (both have same API)
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113
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+
movementComponent.clearLookAtTarget();
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+
}
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+
}
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+
}
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+
getTargetPosition(blackboard) {
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if (this.targetActorKey) {
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119
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const actor = blackboard.getValue(this.targetActorKey);
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120
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if (actor) {
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const position = new THREE.Vector3();
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122
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actor.rootComponent.getWorldPosition(position);
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return position;
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124
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}
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125
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+
}
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if (this.targetPositionKey) {
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127
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const position = blackboard.getValue(this.targetPositionKey);
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if (position) {
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return position.clone();
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+
}
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+
}
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return null;
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+
}
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};
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135
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+
LookAtTargetAction = __decorate([
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136
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+
EngineClass('LookAtTargetAction'),
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137
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+
__metadata("design:paramtypes", [Object])
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138
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], LookAtTargetAction);
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139
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+
export { LookAtTargetAction };
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140
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+
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1
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import { BehaviorStatus } from '../../../BehaviorNode.js';
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2
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import { BehaviorAction, type BehaviorActionOptions } from '../../BehaviorAction.js';
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import type { Blackboard } from '../../../blackboard/Blackboard.js';
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export interface WaitActionOptions extends BehaviorActionOptions {
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/** Duration to wait in seconds */
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6
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duration?: number;
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/** Whether to use random duration between 0 and duration */
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randomDuration?: boolean;
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}
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/**
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* Atomic action that waits for a specified duration before completing.
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* Useful for timing behaviors, pauses, and creating delays in behavior sequences.
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*/
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export declare class WaitAction extends BehaviorAction {
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private duration;
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private randomDuration;
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private startTime;
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private waitDuration;
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constructor(options?: WaitActionOptions);
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+
protected onInitialize(blackboard: Blackboard): void;
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protected onEnter(blackboard: Blackboard): void;
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protected onUpdate(blackboard: Blackboard, deltaTime: number): Promise<BehaviorStatus>;
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protected onExit(blackboard: Blackboard, status: BehaviorStatus): void;
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24
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}
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@@ -0,0 +1,85 @@
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1
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var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
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var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
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3
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if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
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else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
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return c > 3 && r && Object.defineProperty(target, key, r), r;
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};
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var __metadata = (this && this.__metadata) || function (k, v) {
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if (typeof Reflect === "object" && typeof Reflect.metadata === "function") return Reflect.metadata(k, v);
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};
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import { EngineClass } from '../../../../../systems/ClassRegistry.js';
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+
import { BehaviorStatus } from '../../../BehaviorNode.js';
|
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12
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+
import { BehaviorAction } from '../../BehaviorAction.js';
|
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13
|
+
/**
|
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14
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+
* Atomic action that waits for a specified duration before completing.
|
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15
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+
* Useful for timing behaviors, pauses, and creating delays in behavior sequences.
|
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16
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+
*/
|
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17
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+
let WaitAction = class WaitAction extends BehaviorAction {
|
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18
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+
constructor(options = {}) {
|
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+
super({
|
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+
name: 'Wait',
|
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+
...options
|
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+
});
|
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Object.defineProperty(this, "duration", {
|
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|
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enumerable: true,
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configurable: true,
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writable: true,
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+
value: void 0
|
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+
});
|
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+
Object.defineProperty(this, "randomDuration", {
|
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|
+
enumerable: true,
|
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configurable: true,
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writable: true,
|
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value: void 0
|
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34
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+
});
|
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35
|
+
Object.defineProperty(this, "startTime", {
|
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36
|
+
enumerable: true,
|
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|
+
configurable: true,
|
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38
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+
writable: true,
|
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|
+
value: 0
|
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40
|
+
});
|
|
41
|
+
Object.defineProperty(this, "waitDuration", {
|
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42
|
+
enumerable: true,
|
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+
configurable: true,
|
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44
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+
writable: true,
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+
value: 0
|
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46
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+
});
|
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47
|
+
this.duration = options.duration ?? 1.0;
|
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48
|
+
this.randomDuration = options.randomDuration ?? false;
|
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49
|
+
}
|
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50
|
+
onInitialize(blackboard) {
|
|
51
|
+
// No initialization needed for wait action
|
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52
|
+
}
|
|
53
|
+
onEnter(blackboard) {
|
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|
+
// Use configured duration directly
|
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55
|
+
const targetDuration = this.duration;
|
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56
|
+
// Apply randomization if enabled
|
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57
|
+
if (this.randomDuration) {
|
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58
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+
this.waitDuration = Math.random() * targetDuration;
|
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59
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+
}
|
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60
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+
else {
|
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61
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+
this.waitDuration = targetDuration;
|
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62
|
+
}
|
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63
|
+
// Record start time
|
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64
|
+
this.startTime = Date.now() / 1000; // Convert to seconds
|
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65
|
+
}
|
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66
|
+
async onUpdate(blackboard, deltaTime) {
|
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67
|
+
const currentTime = Date.now() / 1000; // Convert to seconds
|
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68
|
+
const elapsedTime = currentTime - this.startTime;
|
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69
|
+
// Check if wait duration has elapsed
|
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70
|
+
if (elapsedTime >= this.waitDuration) {
|
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71
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+
return BehaviorStatus.Success;
|
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72
|
+
}
|
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73
|
+
// Still waiting
|
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74
|
+
return BehaviorStatus.Running;
|
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75
|
+
}
|
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76
|
+
onExit(blackboard, status) {
|
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77
|
+
// Clean up if needed
|
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78
|
+
}
|
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79
|
+
};
|
|
80
|
+
WaitAction = __decorate([
|
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81
|
+
EngineClass('WaitAction'),
|
|
82
|
+
__metadata("design:paramtypes", [Object])
|
|
83
|
+
], WaitAction);
|
|
84
|
+
export { WaitAction };
|
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85
|
+
//# sourceMappingURL=data:application/json;base64,eyJ2ZXJzaW9uIjozLCJmaWxlIjoiV2FpdEFjdGlvbi5qcyIsInNvdXJjZVJvb3QiOiIiLCJzb3VyY2VzIjpbIi4uLy4uLy4uLy4uLy4uLy4uLy4uL3NyYy9ucGMvYmVoYXZpb3ItdHJlZS9iZWhhdmlvcnMvYWN0aW9ucy91dGlsaXR5L1dhaXRBY3Rpb24udHMiXSwibmFtZXMiOltdLCJtYXBwaW5ncyI6Ijs7Ozs7Ozs7O0FBQUEsT0FBTyxFQUFFLFdBQVcsRUFBRSxNQUFNLHlDQUF5QyxDQUFDO0FBQ3RFLE9BQU8sRUFBRSxjQUFjLEVBQUUsTUFBTSwwQkFBMEIsQ0FBQztBQUMxRCxPQUFPLEVBQUUsY0FBYyxFQUE4QixNQUFNLHlCQUF5QixDQUFDO0FBV3JGOzs7R0FHRztBQUVJLElBQU0sVUFBVSxHQUFoQixNQUFNLFVBQVcsU0FBUSxjQUFjO0lBTTVDLFlBQVksVUFBNkIsRUFBRTtRQUN6QyxLQUFLLENBQUM7WUFDSixJQUFJLEVBQUUsTUFBTTtZQUNaLEdBQUcsT0FBTztTQUNYLENBQUMsQ0FBQztRQVRHOzs7OztXQUFpQjtRQUNqQjs7Ozs7V0FBd0I7UUFDeEI7Ozs7bUJBQW9CLENBQUM7V0FBQztRQUN0Qjs7OzttQkFBdUIsQ0FBQztXQUFDO1FBUS9CLElBQUksQ0FBQyxRQUFRLEdBQUcsT0FBTyxDQUFDLFFBQVEsSUFBSSxHQUFHLENBQUM7UUFDeEMsSUFBSSxDQUFDLGNBQWMsR0FBRyxPQUFPLENBQUMsY0FBYyxJQUFJLEtBQUssQ0FBQztJQUN4RCxDQUFDO0lBRWtCLFlBQVksQ0FBQyxVQUFzQjtRQUNwRCwyQ0FBMkM7SUFDN0MsQ0FBQztJQUVrQixPQUFPLENBQUMsVUFBc0I7UUFDL0MsbUNBQW1DO1FBQ25DLE1BQU0sY0FBYyxHQUFHLElBQUksQ0FBQyxRQUFRLENBQUM7UUFFckMsaUNBQWlDO1FBQ2pDLElBQUksSUFBSSxDQUFDLGNBQWMsRUFBRSxDQUFDO1lBQ3hCLElBQUksQ0FBQyxZQUFZLEdBQUcsSUFBSSxDQUFDLE1BQU0sRUFBRSxHQUFHLGNBQWMsQ0FBQztRQUNyRCxDQUFDO2FBQU0sQ0FBQztZQUNOLElBQUksQ0FBQyxZQUFZLEdBQUcsY0FBYyxDQUFDO1FBQ3JDLENBQUM7UUFFRCxvQkFBb0I7UUFDcEIsSUFBSSxDQUFDLFNBQVMsR0FBRyxJQUFJLENBQUMsR0FBRyxFQUFFLEdBQUcsSUFBSSxDQUFDLENBQUMscUJBQXFCO0lBQzNELENBQUM7SUFFa0IsS0FBSyxDQUFDLFFBQVEsQ0FBQyxVQUFzQixFQUFFLFNBQWlCO1FBQ3pFLE1BQU0sV0FBVyxHQUFHLElBQUksQ0FBQyxHQUFHLEVBQUUsR0FBRyxJQUFJLENBQUMsQ0FBQyxxQkFBcUI7UUFDNUQsTUFBTSxXQUFXLEdBQUcsV0FBVyxHQUFHLElBQUksQ0FBQyxTQUFTLENBQUM7UUFFakQscUNBQXFDO1FBQ3JDLElBQUksV0FBVyxJQUFJLElBQUksQ0FBQyxZQUFZLEVBQUUsQ0FBQztZQUNyQyxPQUFPLGNBQWMsQ0FBQyxPQUFPLENBQUM7UUFDaEMsQ0FBQztRQUVELGdCQUFnQjtRQUNoQixPQUFPLGNBQWMsQ0FBQyxPQUFPLENBQUM7SUFDaEMsQ0FBQztJQUVrQixNQUFNLENBQUMsVUFBc0IsRUFBRSxNQUFzQjtRQUN0RSxxQkFBcUI7SUFDdkIsQ0FBQztDQUNGLENBQUE7QUFuRFksVUFBVTtJQUR0QixXQUFXLENBQUMsWUFBWSxDQUFDOztHQUNiLFVBQVUsQ0FtRHRCIn0=
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@@ -0,0 +1,3 @@
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1
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+
export { WaitAction, type WaitActionOptions } from './WaitAction.js';
|
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2
|
+
export { LookAtTargetAction, type LookAtTargetActionOptions } from './LookAtTargetAction.js';
|
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3
|
+
export { CalculateTacticalPositionAction, type CalculateTacticalPositionActionOptions } from './CalculateTacticalPositionAction.js';
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@@ -0,0 +1,5 @@
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1
|
+
// Utility actions (timing, waiting, and general purpose actions)
|
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2
|
+
export { WaitAction } from './WaitAction.js';
|
|
3
|
+
export { LookAtTargetAction } from './LookAtTargetAction.js';
|
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4
|
+
export { CalculateTacticalPositionAction } from './CalculateTacticalPositionAction.js';
|
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5
|
+
//# sourceMappingURL=data:application/json;base64,eyJ2ZXJzaW9uIjozLCJmaWxlIjoiaW5kZXguanMiLCJzb3VyY2VSb290IjoiIiwic291cmNlcyI6WyIuLi8uLi8uLi8uLi8uLi8uLi8uLi9zcmMvbnBjL2JlaGF2aW9yLXRyZWUvYmVoYXZpb3JzL2FjdGlvbnMvdXRpbGl0eS9pbmRleC50cyJdLCJuYW1lcyI6W10sIm1hcHBpbmdzIjoiQUFBQSxpRUFBaUU7QUFDakUsT0FBTyxFQUFFLFVBQVUsRUFBMEIsTUFBTSxpQkFBaUIsQ0FBQztBQUNyRSxPQUFPLEVBQUUsa0JBQWtCLEVBQWtDLE1BQU0seUJBQXlCLENBQUM7QUFDN0YsT0FBTyxFQUFFLCtCQUErQixFQUErQyxNQUFNLHNDQUFzQyxDQUFDIn0=
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@@ -0,0 +1,40 @@
|
|
|
1
|
+
import { BehaviorStatus } from '../../BehaviorNode.js';
|
|
2
|
+
import { ConditionEvaluator, type ConditionEvaluatorOptions } from '../ConditionEvaluator.js';
|
|
3
|
+
import type { Blackboard } from '../../blackboard/Blackboard.js';
|
|
4
|
+
export type ComparisonOperator = 'equals' | 'notEquals' | 'greaterThan' | 'greaterThanOrEqual' | 'lessThan' | 'lessThanOrEqual' | 'exists' | 'notExists';
|
|
5
|
+
export interface BlackboardValueConditionOptions extends ConditionEvaluatorOptions {
|
|
6
|
+
/** The blackboard key to check */
|
|
7
|
+
key: string;
|
|
8
|
+
/** The value to compare against (not needed for 'exists' and 'notExists' operators) */
|
|
9
|
+
value?: any;
|
|
10
|
+
/** The comparison operator to use */
|
|
11
|
+
operator?: ComparisonOperator;
|
|
12
|
+
/** Type of the value for better comparison (optional) */
|
|
13
|
+
valueType?: 'string' | 'number' | 'boolean' | 'object';
|
|
14
|
+
}
|
|
15
|
+
/**
|
|
16
|
+
* A flexible condition evaluator that can check any blackboard value using various comparison operators.
|
|
17
|
+
* This provides a generic way to check blackboard state without creating specialized condition classes.
|
|
18
|
+
*
|
|
19
|
+
* Examples:
|
|
20
|
+
* - Check if a boolean flag is true: { key: 'IsPlayerVisible', value: true, operator: 'equals' }
|
|
21
|
+
* - Check if a number is above threshold: { key: 'PlayerDistance', value: 10, operator: 'greaterThan' }
|
|
22
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+
* - Check if a value exists: { key: 'LastKnownPosition', operator: 'exists' }
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* - Check if a string matches: { key: 'CurrentState', value: 'Patrol', operator: 'equals' }
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*/
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export declare class BlackboardValueCondition extends ConditionEvaluator {
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private key;
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private value;
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private operator;
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private valueType?;
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constructor(options: BlackboardValueConditionOptions);
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protected onEvaluate(blackboard: Blackboard): Promise<BehaviorStatus>;
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private compareValues;
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getDebugInfo(): {
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name: string;
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description: string;
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key: string;
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value: any;
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operator: string;
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};
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}
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@@ -0,0 +1,133 @@
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var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
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var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
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if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
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else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
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return c > 3 && r && Object.defineProperty(target, key, r), r;
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};
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import { EngineClass } from '../../../../systems/ClassRegistry.js';
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import { BehaviorStatus } from '../../BehaviorNode.js';
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import { ConditionEvaluator } from '../ConditionEvaluator.js';
|
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/**
|
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* A flexible condition evaluator that can check any blackboard value using various comparison operators.
|
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|
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* This provides a generic way to check blackboard state without creating specialized condition classes.
|
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|
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*
|
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* Examples:
|
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* - Check if a boolean flag is true: { key: 'IsPlayerVisible', value: true, operator: 'equals' }
|
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* - Check if a number is above threshold: { key: 'PlayerDistance', value: 10, operator: 'greaterThan' }
|
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|
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* - Check if a value exists: { key: 'LastKnownPosition', operator: 'exists' }
|
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* - Check if a string matches: { key: 'CurrentState', value: 'Patrol', operator: 'equals' }
|
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|
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*/
|
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|
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let BlackboardValueCondition = class BlackboardValueCondition extends ConditionEvaluator {
|
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constructor(options) {
|
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super({
|
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name: `BlackboardValue[${options.key}]`,
|
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...options
|
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});
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Object.defineProperty(this, "key", {
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enumerable: true,
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configurable: true,
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writable: true,
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value: void 0
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});
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Object.defineProperty(this, "value", {
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enumerable: true,
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configurable: true,
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writable: true,
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value: void 0
|
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});
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Object.defineProperty(this, "operator", {
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enumerable: true,
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configurable: true,
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writable: true,
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value: void 0
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});
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Object.defineProperty(this, "valueType", {
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enumerable: true,
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configurable: true,
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writable: true,
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value: void 0
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});
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this.key = options.key;
|
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this.value = options.value;
|
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this.operator = options.operator ?? 'equals';
|
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this.valueType = options.valueType;
|
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// Validate that value is provided for operators that need it
|
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if (this.operator !== 'exists' && this.operator !== 'notExists' && options.value === undefined) {
|
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throw new Error(`BlackboardValueCondition: value is required for operator '${this.operator}'`);
|
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+
}
|
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|
+
}
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async onEvaluate(blackboard) {
|
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const actualValue = blackboard.getValue(this.key);
|
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switch (this.operator) {
|
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case 'exists':
|
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return actualValue !== undefined ? BehaviorStatus.Success : BehaviorStatus.Failure;
|
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case 'notExists':
|
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+
return actualValue === undefined ? BehaviorStatus.Success : BehaviorStatus.Failure;
|
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case 'equals':
|
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+
return this.compareValues(actualValue, this.value, '===') ? BehaviorStatus.Success : BehaviorStatus.Failure;
|
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|
+
case 'notEquals':
|
|
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|
+
return this.compareValues(actualValue, this.value, '!==') ? BehaviorStatus.Success : BehaviorStatus.Failure;
|
|
73
|
+
case 'greaterThan':
|
|
74
|
+
return this.compareValues(actualValue, this.value, '>') ? BehaviorStatus.Success : BehaviorStatus.Failure;
|
|
75
|
+
case 'greaterThanOrEqual':
|
|
76
|
+
return this.compareValues(actualValue, this.value, '>=') ? BehaviorStatus.Success : BehaviorStatus.Failure;
|
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77
|
+
case 'lessThan':
|
|
78
|
+
return this.compareValues(actualValue, this.value, '<') ? BehaviorStatus.Success : BehaviorStatus.Failure;
|
|
79
|
+
case 'lessThanOrEqual':
|
|
80
|
+
return this.compareValues(actualValue, this.value, '<=') ? BehaviorStatus.Success : BehaviorStatus.Failure;
|
|
81
|
+
default:
|
|
82
|
+
console.warn(`BlackboardValueCondition: Unknown operator '${this.operator}'`);
|
|
83
|
+
return BehaviorStatus.Failure;
|
|
84
|
+
}
|
|
85
|
+
}
|
|
86
|
+
compareValues(actualValue, expectedValue, operator) {
|
|
87
|
+
// Handle undefined/null values
|
|
88
|
+
if (actualValue === undefined || actualValue === null) {
|
|
89
|
+
if (operator === '===' || operator === '!==') {
|
|
90
|
+
return operator === '===' ? actualValue === expectedValue : actualValue !== expectedValue;
|
|
91
|
+
}
|
|
92
|
+
return false; // Can't do numeric comparisons with undefined/null
|
|
93
|
+
}
|
|
94
|
+
// Handle numeric comparisons
|
|
95
|
+
if (operator === '>' || operator === '>=' || operator === '<' || operator === '<=') {
|
|
96
|
+
const actualNum = Number(actualValue);
|
|
97
|
+
const expectedNum = Number(expectedValue);
|
|
98
|
+
if (isNaN(actualNum) || isNaN(expectedNum)) {
|
|
99
|
+
console.warn(`BlackboardValueCondition: Cannot perform numeric comparison on non-numeric values: ${actualValue} ${operator} ${expectedValue}`);
|
|
100
|
+
return false;
|
|
101
|
+
}
|
|
102
|
+
switch (operator) {
|
|
103
|
+
case '>': return actualNum > expectedNum;
|
|
104
|
+
case '>=': return actualNum >= expectedNum;
|
|
105
|
+
case '<': return actualNum < expectedNum;
|
|
106
|
+
case '<=': return actualNum <= expectedNum;
|
|
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|
+
default: return false;
|
|
108
|
+
}
|
|
109
|
+
}
|
|
110
|
+
// Handle equality comparisons
|
|
111
|
+
if (operator === '===') {
|
|
112
|
+
return actualValue === expectedValue;
|
|
113
|
+
}
|
|
114
|
+
if (operator === '!==') {
|
|
115
|
+
return actualValue !== expectedValue;
|
|
116
|
+
}
|
|
117
|
+
return false;
|
|
118
|
+
}
|
|
119
|
+
getDebugInfo() {
|
|
120
|
+
return {
|
|
121
|
+
...super.getDebugInfo(),
|
|
122
|
+
key: this.key,
|
|
123
|
+
value: this.value,
|
|
124
|
+
operator: this.operator
|
|
125
|
+
};
|
|
126
|
+
}
|
|
127
|
+
};
|
|
128
|
+
BlackboardValueCondition = __decorate([
|
|
129
|
+
EngineClass('BlackboardValueCondition'),
|
|
130
|
+
__metadata("design:paramtypes", [Object])
|
|
131
|
+
], BlackboardValueCondition);
|
|
132
|
+
export { BlackboardValueCondition };
|
|
133
|
+
//# sourceMappingURL=data:application/json;base64,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
|
|
@@ -0,0 +1,29 @@
|
|
|
1
|
+
import { BehaviorStatus } from '../../BehaviorNode.js';
|
|
2
|
+
import { ConditionEvaluator, type ConditionEvaluatorOptions } from '../ConditionEvaluator.js';
|
|
3
|
+
import type { Blackboard } from '../../blackboard/Blackboard.js';
|
|
4
|
+
export interface CanSeeTargetConditionOptions extends ConditionEvaluatorOptions {
|
|
5
|
+
/** Blackboard key containing the target actor to check visibility of */
|
|
6
|
+
targetActorKey?: string;
|
|
7
|
+
/** Blackboard key containing the target position to check visibility of */
|
|
8
|
+
targetPositionKey?: string;
|
|
9
|
+
/** Maximum distance for line-of-sight check */
|
|
10
|
+
maxDistance?: number;
|
|
11
|
+
/** Height offset for the eye position of the owner */
|
|
12
|
+
eyeHeightOffset?: number;
|
|
13
|
+
/** Height offset for the target position */
|
|
14
|
+
targetHeightOffset?: number;
|
|
15
|
+
}
|
|
16
|
+
/**
|
|
17
|
+
* Condition evaluator that checks if the owner can see a target.
|
|
18
|
+
* Uses raycasting to determine line-of-sight.
|
|
19
|
+
*/
|
|
20
|
+
export declare class CanSeeTargetCondition extends ConditionEvaluator {
|
|
21
|
+
private targetActorKey?;
|
|
22
|
+
private targetPositionKey?;
|
|
23
|
+
private maxDistance;
|
|
24
|
+
private eyeHeightOffset;
|
|
25
|
+
private targetHeightOffset;
|
|
26
|
+
constructor(options?: CanSeeTargetConditionOptions);
|
|
27
|
+
protected onEvaluate(blackboard: Blackboard): Promise<BehaviorStatus>;
|
|
28
|
+
private getTargetPosition;
|
|
29
|
+
}
|