void GotoAIEvent::Update(float /*dt*/) { Sentient* pActor = GetActor(); PathFinderMove move; GetPathfinder().FindNextMove( pActor->GetPosition(), _destination, _arrivalDist, move ); if( move.LastResult == PathFinder::PFMR_PATH_FOUND) { pActor->ApplyImpulse( move.MoveDir * _moveSpeed * pActor->GetBody()->GetMass(), Vector2::Zero ); } else if( move.LastResult == PathFinder::PFMR_ARRIVED ) { _moveFailed = false; IssueCallback(); } else if( move.LastResult == PathFinder::PFMR_PATH_NOT_FOUND ) { _moveFailed = true; IssueCallback(); } }