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57 docs tagged with "navigation"

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Alterguardian Phase2Brain

Manages the AI behavior tree for the Alterguardian boss during Phase 2, coordinating movement, targeting, and state-aware actions.

Birchnutdrakebrain

Implements the behavior tree for the Birch Nut Drake, governing its movement, panic responses, combat engagement, and leash behavior.

Bishopbrain

Manages the behavior tree for the Clockwork Bishop entity, orchestrating combat, navigation, and social behaviors like following and facing.

Carnival Hostbrain

Controls the AI behavior of the Carnival Host, managing its interactions with minigames, crowd behavior, and environment navigation.

Caveventmitebrain

Manages the AI behavior of cave vent mites, including combat, foraging, and navigation using a behavior tree.

Characterdetailspanel

Provides a scrolling list of playable characters and launches the character biography screen on selection.

Characterselect

Manages the character selection UI widget, displaying a central portrait with navigation controls and optional additional characters.

Characterselect

Manages a scrollable grid of selectable character portraits and synchronizes them with a main portrait display, handling focus navigation and selection events in the character selection UI.

Chesterbrain

Controls the AI behavior of Chester, the treasure-hunting monster, managing navigation, panic responses, and interaction with its leader entity.

Compendiumscreen

Manages the UI and navigation for the in-game compendium, which displays various reference panels such as history, character details, cookbook, and more.

Controllercrafting

Manages controller-based crafting UI interactions, including tab navigation, recipe selection, and crafting execution with repeat input support.

Cookbookwidget

Manages the UI layout and tab navigation for the Quagmire cookbook screen, dynamically rendering recipe panels based on selected cooking method.

Crafting

Manages the crafting UI widget, including recipe listing, scrolling, filtering, and layout for both standard and Quagmire game modes.

Craftingmenu Pinbar

Manages the pinned recipe display and navigation UI for the crafting menu HUD, including page switching, focus handling, and prototype status indicators.

Eyeofterror Minibrain

Controls the AI behavior of the Eye of Terror entity, managing its pathfinding, combat, and foraging actions via a behavior tree.

Findlight

A behavior tree node that moves an entity toward the nearest valid light source and maintains a safe distance within it.

Graphedge

Represents a bidirectional connection between two graph nodes in the world map, managing rendering, locking, and data persistence for map navigation structures.

Grid

Manages a 2D grid-based layout of UI widgets with directional focus navigation.

Headertabs

Renders a horizontal tab menu at the top of a window or dialog, managing button selection and focus in console and keyboard modes.

Homeseeker

Tracks and provides navigation logic to a designated home entity for an actor.

Killerbeebrain

Manages the AI behavior of the killer bee entity using a behavior tree to handle attacking, retreating, homing, and wandering.

Lavaarena Book

Manages the Lava Arena seasonal event book UI, rendering tabbed panels for progression, community unlocks, and quest history.

Listcursor

A UI widget that acts as a selectable cursor in scrollable lists, handling focus navigation and selection states.

Map

Provides world geometry and terrain query utilities for placement, navigation, and arena validation.

Maputil

Provides utility functions for world topology management, pathfinding validation, and static layout placement.

Menu

Manages a dynamic collection of interactive menu items with keyboard and controller focus navigation, layout, and styling support.

Modsscreen

Manages the mod configuration screen, handling UI layout, mod tab interaction, input controls, and apply/cancel actions for mod management in DST.

Multiplayermainscreen

Manages the main multiplayer screen UI, including menu navigation, banner rendering, screen transitions, and event-specific content.

Pagedlist

Manages paginated display of static widgets using a provided update function and list of data items.

Pausescreen

Manages the pause menu UI, including unpause functionality, options navigation, and host/client quit confirmation workflows.

Plantpagewidget

Serves as the base widget class for all plant registry pages, providing shared UI functionality like back navigation and input handling.

Plantspage

Renders the plant registry UI page, displaying scrollable plant entries with stage selection and navigation for both vanilla and modded plants.

Quagmire Book

Manages the Quagmire-specific UI tabbed book interface containing Recipe Book and Achievements panels.

Remoteteleporter

Handles remote teleportation logic by selecting a valid destination pad and moving the doer and nearby items.

Rookbrain

AI brain for the Rook enemy that orchestrates movement, combat, and navigation behaviors using a behavior tree.

Rudder

A visual indicator prefab attached to boat masts that displays the current heading direction, used for orientation and navigation.

Schoolherd

Manages a school of fish that moves between pre-defined navigation points and reacts to entity sleep states.

Scrapbookscreen

Manages the scrapbook UI screen, displaying unlocked game knowledge with filtering, search, and per-entry details, while handling player input, focus navigation, and state persistence.

Scrollablelist

Manages a scrollable list of UI items with dynamic layout, scrollbar controls, and keyboard/controller navigation.

Shadowcreaturebrain

Implements the AI behavior for shadow creatures, including target tracking, harassment mechanics, and conditional chasing or loitering based on combat state and locomotion speed.

Skilltreebuilder

A UI widget responsible for constructing, rendering, and managing the skill tree interface, including button generation, focus navigation, and state updates for skill progression.

Slurtlebrain

Controls AI behavior for slurtle entities, coordinating actions like fleeing, attacking, eating, stealing food, and returning home using a behavior tree.

Spider Waterbrain

AI brain for water spiders that prioritizes survival behaviors including fleeing, aggression, following leaders, trading, and consuming food or oceanfish while managing environmental risks.

Squidherd

Manages a migratory herd of squid entities, handling member aggregation, navigation between predefined waypoints, and cleanup when all members are inactive or off-ocean.

Stash Map

A consumable map item that reveals the current stash location when used, and destroys itself after revealing.

Storage Robot Common

Provides shared utility functions for storage robots to manage spawn points and locate items/containers for automated storage operations.

Subscreener

Manages navigation between sub-menus in a Redux-based UI screen by coordinating button selection, screen visibility, and focus movement.

Tabgroup

Manages a collection of tab widgets, handling layout, selection, visibility, and transitions between tabs in UI contexts.

Textlistpopup

Renders a scrollable popup UI screen displaying a list of text items with optional buttons and navigation support.

Thankyoupopup

Displays a pop-up screen to players upon receiving skin rewards, handling animation, item navigation, and gift redemption flow.

Topmodspanel

Manages the display and interaction logic for the top mod rankings and featured mod in the server creation screen's mods tab.

Vault Markers

Registers and manages server-side-only entity markers for vault world generation and navigation logic.

Vault Teleporter

Stores and manages teleport destination data (marker name, room ID, direction) for vault-related entities in the game.

Wander

Controls an entity to move randomly within a defined area relative to a home position, using pathfinding and obstacle avoidance to navigate.

Worldroutes

Stores and manages cached static route data for circular paths across the world's traversable terrain.

Wormbrain

Manages AI decision-making for the Worm boss, coordinating behavior such as hunting, returning to a home location, eating, and executing lure-based attacks.

Yotc Racecompetitor

Manages race participation logic for entities competing in YOTC-style races, including checkpoint navigation, stamina management, and race completion or abort handling.