Interface IFollowComponent
This component adds the ability for a character to follow another entity (i.e to keep walking to where the entity is. The follow settings can be configured to set how aggressive that follow is).
Inherited Members
Namespace: AGS.API
Assembly: AGS.API.dll
Syntax
[RequiredComponent(typeof(IWalkComponent), true)]
[RequiredComponent(typeof(IHasRoomComponent), true)]
[RequiredComponent(typeof(ITranslateComponent), true)]
public interface IFollowComponent : IComponent, IDisposable, INotifyPropertyChanged
Properties
| Improve this Doc View SourceTargetBeingFollowed
Gets the target that is currently being followed (or null if not currently following anybody).
Declaration
IObject TargetBeingFollowed { get; }
Property Value
Type | Description |
---|---|
IObject | The target being followed. |
Methods
| Improve this Doc View SourceFollow(IObject, IFollowSettings)
Starts following the specified object throughout the game. The character will walk to where the object is at, where the follow settings can be configured to say how aggressively to follow, and to what distance from the target. Calling Follow with another object will stop following the current object and start following the new object. To stop following altogether, call the Follow again with null as the target object. Note however, that the character will not stop its current walk. If you want to also stop the current walk, you should use StopFollowingAsync().
Declaration
void Follow(IObject obj, IFollowSettings settings = null)
Parameters
Type | Name | Description |
---|---|---|
IObject | obj | Object. |
IFollowSettings | settings | Settings. |
StopFollowingAsync()
Stops following the current target (and also stops the current walk).
Declaration
Task StopFollowingAsync()
Returns
Type | Description |
---|---|
System.Threading.Tasks.Task | The following async. |