Panic
Overview
The Panic component is a behaviour node used in the AI behaviour tree system to simulate panicked movement. When active, it repeatedly selects a new random movement direction and instructs the entity's locomotor to run in that direction for a short duration (between 0.25s and 0.5s). This creates a jittery, unpredictable escape pattern characteristic of fleeing or startled creatures. It relies on the locomotor component to execute directional movement via RunInDirection.
Dependencies & Tags
- Components used:
locomotor - Tags: None identified.
Properties
| Property | Type | Default Value | Description |
|---|---|---|---|
waittime | number | 0 | Timestamp indicating when the next direction change should occur. |
Main Functions
Panic:Visit()
- Description: Executes the panic logic. On the first visit (
status == READY), it picks a new random direction and transitions toRUNNING. On subsequent visits, it checks if the currentwaittimehas elapsed; if so, it picks a new direction, otherwise it sleeps untilwaittime. - Parameters: None.
- Returns: Nothing.
Panic:PickNewDirection()
- Description: Sets a new random movement direction (0–360 degrees) for the entity's locomotor and schedules the next direction change 0.25–0.5 seconds in the future.
- Parameters: None.
- Returns: Nothing.
Events & Listeners
None.