Class DriveAction
A drive action is the action that gets executed by GoHere if the distance long enough to drive. This action involves a Tiny getting into a Vehicle that this action spawns, driving on a road and then exiting and deleting the Vehicle.
public class DriveAction : PathfindAction, IGenericDataHolder
- Inheritance
-
JsonTypeSafeGenericDataHolderDriveAction
- Implements
-
IGenericDataHolder
- Inherited Members
-
JsonTypeSafeGenericDataHolder.GetDataKeys()
- Extension Methods
Constructors
DriveAction(ActionInfo)
Creates a new typeless action with the given action information.
public DriveAction(ActionInfo info)
Parameters
info
ActionInfoThe information for this action.
Methods
FindPath(ICollection<(Point Pos, int Floor)>)
A method called by Initialize() to start finding a path to the given goal location.
protected override Task<Stack<(Vector2 Pos, float Floor)>> FindPath(ICollection<(Point Pos, int Floor)> goals)
Parameters
goals
ICollection<(Point Pos, int Floor)>The goal locations
Returns
GetSpeed()
Returns the speed that the PersonLike should traverse with.
protected override float GetSpeed()
Returns
- float
The speed
IsCompleted()
This method is called every update frame by a Person if this action is currently active to check if it should be stopped. If this returns a result other than Completed, OnCompleted(CompletionType) will be called and the action is stopped. By default, only ForceResult modifies the completion type, otherwise Active is returned.
public override CompletionType IsCompleted()
Returns
- CompletionType
The current completion type of this action
OnCompleted(CompletionType)
This method is called when this action IsCompleted(), or if it is canceled from an outside source. Note that, if this method is called as a result of IsCompleted(), the CompletionType passed will be the same. By default, only OnActionCompleted(Action, CompletionType, bool) is called.
public override void OnCompleted(CompletionType type)
Parameters
type
CompletionTypeThe type that this action completed with
OnPathReady()
This method is called right before the PathReady variable is set to true. At the point of this method being called, Path will have a value.
protected override void OnPathReady()
Update(GameTime, TimeSpan, float)
This method is called every update frame if this action is currently active. By default, only the ElapsedTime is modified in this method and ActionUpdate(Action, GameTime, TimeSpan, float, bool) is called.
public override void Update(GameTime time, TimeSpan passedInGame, float speedMultiplier)