#ai clear
s&box ScientistNpc fear system: _peakFear accumulates on damage (damage/50f, ...
s&box FireWeapon task: only fire when IsFacingTarget() returns true (body ang...
s&box NPC MoveTo: navigate to bounds.ClosestPoint, re-evaluate path every 0.5s, face movement direction when lateral
s&box NPC: cache schedules by type in Dictionary to avoid per-tick allocation, interrupt via EndCurrentSchedule()
s&box NPC architecture: ScheduleBase (task sequence) + TaskBase (atomic action) with ShouldCancel() interrupt
s&box: AI pathfinding with NavMeshAgent — MoveTo, WishVelocity, GetLookAhead