Interface IAINavigation
Interface for AI navigation — controlling agent movement, stopping, and resuming. Separated from IAIController to satisfy ISP: consumers that only need navigation can depend on this smaller contract.
public interface IAINavigation : ICharacterBehaviour
- Inherited Members
Properties
Agent
The NavMeshAgent component used for navigation.
NavMeshAgent Agent { get; }
Property Value
- NavMeshAgent
Methods
Resume()
Resumes the agent's movement.
void Resume()
SetRandomDestination(float)
Sets a random destination within a radius around the current position.
bool SetRandomDestination(float radius)
Parameters
radiusfloatRadius to randomize destination.
Returns
- bool
True if a reachable destination was found and set.
SetRandomHomeDestination(float)
Sets a random destination within a radius around the home position.
bool SetRandomHomeDestination(float radius)
Parameters
radiusfloatRadius to randomize destination.
Returns
- bool
True if a reachable destination was found and set.
Stop()
Stops the agent's movement.
void Stop()
WarpTo(Vector3)
Places the agent at a world position, updating its NavMesh location rather than only its transform, and clears whatever it was doing.
bool WarpTo(Vector3 position)
Parameters
positionVector3The world position to place the agent at.
Returns
- bool
True if the agent was placed on the NavMesh.
Remarks
Exposed here so callers outside the AI assembly are not driven to UnityEngine.AI.NavMeshAgent.Warp(UnityEngine.Vector3) directly. The raw call skips NavMesh sampling, leaves the existing path in place so the agent immediately walks back, and throws when the agent is null or inactive — all three of which the pet summon path hit.