Current logical cell row (updates as unit enters each new cell).
ReadonlytravelReadonlyheightReadonlyfogReadonlysurfaceReadonlydomainReadonlyisTrue while the unit stands on a liquid cell — afloat. Set from the start
cell on the first update and flipped as the unit crosses a
shoreline, with onEmbark / onDisembark fired at the
crossing. Always false for a unit with no isLiquid predicate.
Smoothly interpolated world-space X. Read by UnitManager each frame.
Smoothly interpolated world-space Y (terrain elevation + heightOffset).
Smoothly interpolated world-space Z.
Facing direction in radians around the Y axis. Applied to Object3D.rotation.y.
OptionalonCalled when the unit starts following a new path. Use this to trigger a walk/run animation on your GLTF model.
OptionalonCalled each time the unit enters a new hex cell during movement. Use this to trigger footstep sounds, update fog, etc.
OptionalonCalled when the unit stops moving — either because it walked its path to
the end (completed: true) or because stop cut the move short
(completed: false). Use this to return to an idle animation; check the
flag when "arrived" has to mean arrived (turn resolution, triggers).
OptionalonCalled when the unit steps from land onto a liquid cell — swap the
walker for the boat here. Fires before onCellEnter for that cell.
OptionalonCalled when the unit steps from a liquid cell onto land. Fires before onCellEnter.
Starts the unit moving along a path.
path[0] should be the unit's current position (it is used as the segment start
but the unit does not fire onCellEnter for it).
Pass a path returned by findPath().
Immediately halts movement at the current interpolated position.
Current logical cell column (updates as unit enters each new cell).