C# Class UnityEngine.NavMesh

Inheritance: Object
ファイルを表示 Open project: randomize/VimConfig Class Usage Examples

Public Methods

Method Description
CalculatePath ( Vector3 sourcePosition, Vector3 targetPosition, int areaMask, NavMeshPath path ) : bool
CalculateTriangulation ( ) : NavMeshTriangulation
FindClosestEdge ( Vector3 sourcePosition, NavMeshHit &hit, int areaMask ) : bool
NavMesh ( )
Raycast ( Vector3 sourcePosition, Vector3 targetPosition, NavMeshHit &hit, int areaMask ) : bool
SamplePosition ( Vector3 sourcePosition, NavMeshHit &hit, float maxDistance, int areaMask ) : bool
Triangulate ( Vector3 &vertices, Int32 &indices ) : void

Private Methods

Method Description
AddOffMeshLinks ( ) : void
CalculatePathInternal ( Vector3 sourcePosition, Vector3 targetPosition, int areaMask, NavMeshPath path ) : bool
GetAreaCost ( int areaIndex ) : float
GetAreaFromName ( string areaName ) : int
GetAvoidancePredictionTime ( ) : float
GetLayerCost ( int layer ) : float
GetNavMeshLayerFromName ( string layerName ) : int
GetPathfindingIterationsPerFrame ( ) : int
INTERNAL_CALL_CalculatePathInternal ( Vector3 &sourcePosition, Vector3 &targetPosition, int areaMask, NavMeshPath path ) : bool
INTERNAL_CALL_FindClosestEdge ( Vector3 &sourcePosition, NavMeshHit &hit, int areaMask ) : bool
INTERNAL_CALL_Raycast ( Vector3 &sourcePosition, Vector3 &targetPosition, NavMeshHit &hit, int areaMask ) : bool
INTERNAL_CALL_SamplePosition ( Vector3 &sourcePosition, NavMeshHit &hit, float maxDistance, int areaMask ) : bool
RestoreNavMesh ( ) : void
SetAreaCost ( int areaIndex, float cost ) : void
SetAvoidancePredictionTime ( float t ) : void
SetLayerCost ( int layer, float cost ) : void
SetPathfindingIterationsPerFrame ( int iter ) : void
Triangulate ( Vector3 &vertices, int &indices ) : void
TriangulateInternal ( ) : object

Method Details

CalculatePath() public static method

public static CalculatePath ( Vector3 sourcePosition, Vector3 targetPosition, int areaMask, NavMeshPath path ) : bool
sourcePosition Vector3
targetPosition Vector3
areaMask int
path NavMeshPath
return bool

CalculateTriangulation() public static method

public static CalculateTriangulation ( ) : NavMeshTriangulation
return NavMeshTriangulation

FindClosestEdge() public static method

public static FindClosestEdge ( Vector3 sourcePosition, NavMeshHit &hit, int areaMask ) : bool
sourcePosition Vector3
hit NavMeshHit
areaMask int
return bool

NavMesh() public method

public NavMesh ( )

Raycast() public static method

public static Raycast ( Vector3 sourcePosition, Vector3 targetPosition, NavMeshHit &hit, int areaMask ) : bool
sourcePosition Vector3
targetPosition Vector3
hit NavMeshHit
areaMask int
return bool

SamplePosition() public static method

public static SamplePosition ( Vector3 sourcePosition, NavMeshHit &hit, float maxDistance, int areaMask ) : bool
sourcePosition Vector3
hit NavMeshHit
maxDistance float
areaMask int
return bool

Triangulate() public static method

public static Triangulate ( Vector3 &vertices, Int32 &indices ) : void
vertices Vector3
indices Int32
return void