Skip to main content

Namespace mobisim.Standard

Namespaces​

Classes​

Provides a set of static methods for rendering a toggleable IMGUI-based tab UI in the Unity Editor, allowing users to switch between "Editor" and "Player" configuration views within a custom settings panel.

Interfaces​

Converts a 3D world-space destination into the normalised 2D movement input expected by Vector2), decoupling path-following logic from the navigation strategy (direct steering, A*, etc.).

interfaceIControllable

Marker interface that PlayerController uses to locate the active pawn in the scene via GetComponent, without requiring a hard reference to any concrete actor type.

Abstracts the Drive/Reverse gear state so that both PlayerCarDriver and the AI path-follow system can flip gears through the same call without knowing the concrete controller implementation.

Exposes the GameObject and Transform of a MonoBehaviour so that system code can perform spatial queries and scene-graph operations without casting the interface to a concrete type.

Invoker contract for gaze-orientation commands: directs an actor to look at a world position or transform for an optional duration, independent of the underlying IK system.

Declares the maximum forward speed of an actor so that AI controllers can clamp throttle output without hard-coding per-actor speed limits.

Invoker contract for movement commands: issues a destination to an actor and allows the caller to pause, resume, or cancel that navigation independently.

interfaceIMoveable

Accepts a normalised 2D movement input and applies it to the underlying physics, providing a single contract that both player input and AI MoveCommand can drive without knowing the concrete actor type.

interfaceIPathFollow

Allows a Behaviour Tree tick to advance an actor along its current path by calling FollowPath once per tick, keeping path-execution decoupled from the specific navigation back-end.

interfaceISpeedTracker

Provides read-only access to an actor's current speed in SI, MPH, and KPH units so that HUD displays, data-loggers, and metric calculators can all read speed without coupling to a specific physics back-end.

interfaceISteerable

Exposes the current steering amount and accepts a steering input, letting both the AI steering-behaviour chain and camera-effect components read or write steer state through a common contract.

Provides a session-unique GUID for an actor so that records produced by multiple independent data-loggers can be joined in post-processing.

interfaceIWalkable

Allows the run-speed pawn to be throttled down to a walk, letting player input or scenario scripts reduce pedestrian speed without a separate speed-override mechanism.