Allows this entity to generate paths by flying around the air like the regular Ghast.

import { world } from "@minecraft/server";

for (const entity of world.getDimension("overworld").getEntities()) {
const navigationFloat = entity.getComponent("minecraft:navigation.float");
navigationFloat.avoidDamageBlocks;
navigationFloat.avoidPortals;
navigationFloat.avoidSun;
navigationFloat.avoidWater;
navigationFloat.canBreach;
navigationFloat.canBreakDoors;
navigationFloat.canFloat;
navigationFloat.canJump;
navigationFloat.canOpenDoors;
navigationFloat.canOpenIronDoors;
navigationFloat.canPassDoors;
navigationFloat.canPathFromAir;
navigationFloat.canPathOverLava;
navigationFloat.canPathOverWater;
navigationFloat.canSink;
navigationFloat.canSwim;
navigationFloat.canWalk;
navigationFloat.canWalkInLava;
navigationFloat.isAmphibious;
navigationFloat.isValid();
}

Hierarchy (View Summary)

Properties

avoidDamageBlocks: boolean

Tells the pathfinder to avoid blocks that cause damage when finding a path.

This property can throw when used.

avoidPortals: boolean

Tells the pathfinder to avoid portals (like nether portals) when finding a path.

This property can throw when used.

avoidSun: boolean

Whether or not the pathfinder should avoid tiles that are exposed to the sun when creating paths.

This property can throw when used.

avoidWater: boolean

Tells the pathfinder to avoid water when creating a path.

This property can throw when used.

canBreach: boolean

Tells the pathfinder whether or not it can jump out of water (like a dolphin).

This property can throw when used.

canBreakDoors: boolean

Tells the pathfinder that it can path through a closed door and break it.

This property can throw when used.

canFloat: boolean

Tells the pathfinder whether or not it can float.

This property can throw when used.

canJump: boolean

Tells the pathfinder whether or not it can jump up blocks.

This property can throw when used.

canOpenDoors: boolean

Tells the pathfinder that it can path through a closed door assuming the AI will open the door.

This property can throw when used.

canOpenIronDoors: boolean

Tells the pathfinder that it can path through a closed iron door assuming the AI will open the door.

This property can throw when used.

canPassDoors: boolean

Whether a path can be created through a door.

This property can throw when used.

canPathFromAir: boolean

Tells the pathfinder that it can start pathing when in the air.

This property can throw when used.

canPathOverLava: boolean

Tells the pathfinder whether or not it can travel on the surface of the lava.

This property can throw when used.

canPathOverWater: boolean

Tells the pathfinder whether or not it can travel on the surface of the water.

This property can throw when used.

canSink: boolean

Tells the pathfinder whether or not it will be pulled down by gravity while in water.

This property can throw when used.

canSwim: boolean

Tells the pathfinder whether or not it can path anywhere through water and plays swimming animation along that path.

This property can throw when used.

canWalk: boolean

Tells the pathfinder whether or not it can walk on the ground outside water.

This property can throw when used.

canWalkInLava: boolean

Tells the pathfinder whether or not it can travel in lava like walking on ground.

This property can throw when used.

entity: Entity

The entity that owns this component. The entity will be undefined if it has been removed.

isAmphibious: boolean

Tells the pathfinder whether or not it can walk on the ground or go underwater.

This property can throw when used.

typeId: string

Identifier of the component.

componentId: "minecraft:navigation.float" = 'minecraft:navigation.float'

Methods

  • Beta

    Returns boolean

    Whether the component is valid.

    Returns whether the component is valid. A component is considered valid if its owner is valid, in addition to any addition to any additional validation required by the component.