Drives a GridMover through a MoveRoute over successive update(dt) calls - the piece
GridMover's own one-step-at-a-time moveBy/turnTo deliberately leaves out (see its own
doc comment: whether a step is passable is the caller's question, not the mover's). Works
against any GridMover, not only the player's - an NPC's wandering or patrol route is the
same shape as a scripted cutscene walk.
Drives a
GridMoverthrough aMoveRouteover successiveupdate(dt)calls - the pieceGridMover's own one-step-at-a-timemoveBy/turnTodeliberately leaves out (see its own doc comment: whether a step is passable is the caller's question, not the mover's). Works against anyGridMover, not only the player's - an NPC's wandering or patrol route is the same shape as a scripted cutscene walk.Example