huntTargets
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huntTargets(
world,animator,attackTrigger,dt):void
Defined in: gameplay/Hunter.ts:143
Perceive, decide, and ask — after perception, before navigation, so the destination is planned the frame it was chosen. It moves nothing: where the hunter ends up is the character controller’s answer, and the speed the animator hears is that answer. A hunter shoving a wall is not running on the spot.
Parameters
Section titled “Parameters”animator
Section titled “animator”AnimatorControllerAPI | null
attackTrigger
Section titled “attackTrigger”string
number
Returns
Section titled “Returns”void