Add category tags to API

This commit is contained in:
Francois Belair 2020-02-22 12:48:58 -05:00
parent fbb92e3593
commit 2d3e763a80
29 changed files with 30 additions and 0 deletions

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# A specialized steering agent that updates itself every frame so the user does
# not have to using a KinematicBody2D
# category: Specialized agents
extends GSAISpecializedAgent
class_name GSAIKinematicBody2DAgent

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# A specialized steering agent that updates itself every frame so the user does
# not have to using a KinematicBody
# category: Specialized agents
extends GSAISpecializedAgent
class_name GSAIKinematicBody3DAgent

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# A specialized steering agent that updates itself every frame so the user does
# not have to using a RigidBody2D
# category: Specialized agents
extends GSAISpecializedAgent
class_name GSAIRigidBody2DAgent

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# A specialized steering agent that updates itself every frame so the user does
# not have to using a RigidBody
# category: Specialized agents
extends GSAISpecializedAgent
class_name GSAIRigidBody3DAgent

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# A base class for a specialized steering agent that updates itself every frame
# so the user does not have to. All other specialized agents derive from this.
# category: Specialized agents
# tags: abstract
extends GSAISteeringAgent
class_name GSAISpecializedAgent

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# Calculates acceleration to take an agent to its target's location. The
# calculation attempts to arrive with zero remaining velocity.
# category: Individual behaviors
class_name GSAIArrive
extends GSAISteeringBehavior

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# Steers the agent to avoid obstacles in its path. Approximates obstacles as
# spheres.
# category: Group behaviors
class_name GSAIAvoidCollisions
extends GSAIGroupBehavior

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# behavior : GSAISteeringBehavior,
# weight : float
# }
# category: Combination behaviors
class_name GSAIBlend
extends GSAISteeringBehavior

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# Calculates an acceleration that attempts to move the agent towards the center
# of mass of the agents in the area defined by the `GSAIProximity`.
# category: Group behaviors
class_name GSAICohesion
extends GSAIGroupBehavior

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# Calculates acceleration to take an agent away from where a target agent is
# moving.
# category: Individual behaviors
class_name GSAIEvade
extends GSAIPursue

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# Calculates angular acceleration to rotate a target to face its target's
# position. The behavior attemps to arrive with zero remaining angular velocity.
# category: Individual behaviors
class_name GSAIFace
extends GSAIMatchOrientation

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# Calculates acceleration to take an agent directly away from a target agent.
# category: Individual behaviors
class_name GSAIFlee
extends GSAISeek

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# Produces a linear acceleration that moves the agent along the specified path.
# category: Individual behaviors
class_name GSAIFollowPath
extends GSAIArrive

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# Calculates an angular acceleration to match an agent's orientation to its
# direction of travel.
# category: Individual behaviors
class_name GSAILookWhereYouGo
extends GSAIMatchOrientation

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# Calculates an angular acceleration to match an agent's orientation to that of
# its target. Attempts to make the agent arrive with zero remaining angular
# velocity.
# category: Individual behaviors
class_name GSAIMatchOrientation
extends GSAISteeringBehavior

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# Container for multiple behaviors that returns the result of the first child
# behavior with non-zero acceleration.
# category: Combination behaviors
class_name GSAIPriority
extends GSAISteeringBehavior

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# Calculates an acceleration to make an agent intercept another based on the
# target agent's movement.
# category: Individual behaviors
class_name GSAIPursue
extends GSAISteeringBehavior

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# Calculates an acceleration to take an agent to a target agent's position
# directly.
# category: Individual behaviors
class_name GSAISeek
extends GSAISteeringBehavior

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# The acceleration is an average based on all neighbors, multiplied by a
# strength decreasing by the inverse square law in relation to distance, and it
# accumulates.
# category: Group behaviors
class_name GSAISeparation
extends GSAIGroupBehavior

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# Represents an agent with only a location and an orientation.
# category: Base types
class_name GSAIAgentLocation
# The agent's position in space.

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# Base type for group-based steering behaviors.
# category: Base types
class_name GSAIGroupBehavior
extends GSAISteeringBehavior

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# Represents a path made up of Vector3 waypoints, split into segments path
# follow behaviors can use.
# category: Base types
class_name GSAIPath
extends Reference

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#
# It is the character's responsibility to keep this information up to date for
# the steering toolkit to work correctly.
# category: Base types
extends GSAIAgentLocation
class_name GSAISteeringAgent

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#
# The `calculate_steering` function is the entry point for all behaviors.
# Individual steering behaviors encapsulate the steering logic.
# category: Base types
class_name GSAISteeringBehavior
# If `false`, all calculations return zero amounts of acceleration.

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# A desired linear and angular amount of acceleration requested by the steering
# system.
# category: Base types
class_name GSAITargetAcceleration
# Linear acceleration

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# Math and vector utility functions.
# Category: Utilities
class_name GSAIUtils
# Returns the `vector` with its length capped to `limit`.

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# Determines any agent that is in the specified list as being neighbors with the
# owner agent, regardless of distance.
# category: Proximities
extends GSAIProximity
class_name GSAIInfiniteProximity

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# Base container type that stores data to find the neighbors of an agent.
# category: Proximities
# tags: abstract
extends Reference
class_name GSAIProximity

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# Determines any agent that is in the specified list as being neighbors with the owner agent if
# they lie within the specified radius.
# category: Proximities
extends GSAIProximity
class_name GSAIRadiusProximity