Свойство | Type | Description | |
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_behaviorFlags | int | ||
_dribbleFeelers | List |
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_separationMultiple | double |
Méthode | Description | |
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CalculateSteeringForce ( ) : |
Calculates the overall steering force based on the currently active steering behaviors.
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RenderAids ( |
Render force lines
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SteeringBehaviors ( |
Méthode | Description | |
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accumulateForce ( |
This function calculates how much of its max steering force the vehicle has left to apply and then applies that amount of the force to add.
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calculateArriveVector ( |
This behavior is similar to seek but it attempts to arrive at the target with a zero velocity
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calculateInterposeVector ( |
Given an opponent and an object position this method returns a force that attempts to position the agent between them
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calculatePursuitVector ( |
This behavior creates a force that steers the agent towards the ball
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calculateSeekVector ( |
Given a target, this behavior returns a steering force which will allign the agent with the target and move the agent in the desired direction
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calculateSeparationVector ( ) : |
This calculates a force repelling from the other neighbors
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findNeighbours ( ) : void |
Tags any vehicles within a predefined radius
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sumForces ( ) : |
This method calls each active steering behavior and acumulates their forces until the max steering force magnitude is reached at which time the function returns the steering force accumulated to that point
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public CalculateSteeringForce ( ) : |
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Résultat |
public RenderAids ( |
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g | ||
Résultat | void |
public SteeringBehaviors ( |
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player | ||
ball | ||
Résultat | System |
protected accumulateForce ( |
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steeringForce | ||
additionalForce | ||
Résultat | bool |
protected calculateArriveVector ( |
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target | ||
decel | DecelerationState | |
Résultat |
protected calculateInterposeVector ( |
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ball | ||
target | ||
distFromTarget | double | |
Résultat |
protected calculatePursuitVector ( |
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ball | ||
Résultat |
protected calculateSeekVector ( |
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target | ||
Résultat |
protected calculateSeparationVector ( ) : |
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Résultat |