C# 클래스 Pathfinding.NavGraph

Base class for all graphs
파일 보기 프로젝트 열기: henryj41043/TheUnseen 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
_sguid byte[]
active AstarPath
graphIndex uint
inverseMatrix UnityEngine.Matrix4x4

Private Properties

프로퍼티 타입 설명
Scan void

공개 메소드들

메소드 설명
Awake ( ) : void

This will be called on the same time as Awake on the gameObject which the AstarPath script is attached to. (remember, not in the editor) Use this for any initialization code which can't be placed in Scan

CountNodes ( ) : int
CreateNodes ( int number ) : void
DeserializeExtraInfo ( GraphSerializationContext ctx ) : void
GetNearest ( Vector3 position ) : NNInfo
GetNearest ( Vector3 position, NNConstraint constraint ) : NNInfo
GetNearest ( Vector3 position, NNConstraint constraint, GraphNode hint ) : NNInfo
GetNearestForce ( Vector3 position, NNConstraint constraint ) : NNInfo

Returns the nearest node to a position using the specified constraint.

GetNodes ( GraphNodeDelegateCancelable del ) : void
InSearchTree ( GraphNode node, Path path ) : bool
NodeColor ( GraphNode node, PathHandler data ) : Color
OnDestroy ( ) : void
OnDrawGizmos ( bool drawNodes ) : void
PostDeserialization ( ) : void
RelocateNodes ( Matrix4x4 oldMatrix, Matrix4x4 newMatrix ) : void
SafeOnDestroy ( ) : void
ScanGraph ( ) : void

Consider using AstarPath.Scan () instead since this function might screw things up if there is more than one graph. This function does not perform all necessary postprocessing for the graph to work with pathfinding (e.g flood fill). See the source of the AstarPath.Scan function to see how it can be used. In almost all cases you should use AstarPath.Scan instead.

ScanInternal ( ) : void
ScanInternal ( OnScanStatus statusCallback ) : void

Scans the graph, called from AstarPath.ScanInternal Override this function to implement custom scanning logic The statusCallback may be optionally called to show progress info in the editor

SerializeExtraInfo ( GraphSerializationContext ctx ) : void
SetMatrix ( Matrix4x4 m ) : void

비공개 메소드들

메소드 설명
Scan ( ) : void

메소드 상세

Awake() 공개 메소드

This will be called on the same time as Awake on the gameObject which the AstarPath script is attached to. (remember, not in the editor) Use this for any initialization code which can't be placed in Scan
public Awake ( ) : void
리턴 void

CountNodes() 공개 메소드

public CountNodes ( ) : int
리턴 int

CreateNodes() 공개 메소드

public CreateNodes ( int number ) : void
number int
리턴 void

DeserializeExtraInfo() 공개 메소드

public DeserializeExtraInfo ( GraphSerializationContext ctx ) : void
ctx Pathfinding.Serialization.GraphSerializationContext
리턴 void

GetNearest() 공개 메소드

public GetNearest ( Vector3 position ) : NNInfo
position Vector3
리턴 NNInfo

GetNearest() 공개 메소드

public GetNearest ( Vector3 position, NNConstraint constraint ) : NNInfo
position Vector3
constraint NNConstraint
리턴 NNInfo

GetNearest() 공개 메소드

public GetNearest ( Vector3 position, NNConstraint constraint, GraphNode hint ) : NNInfo
position Vector3
constraint NNConstraint
hint GraphNode
리턴 NNInfo

GetNearestForce() 공개 메소드

Returns the nearest node to a position using the specified constraint.
public GetNearestForce ( Vector3 position, NNConstraint constraint ) : NNInfo
position Vector3 /// A ///
constraint NNConstraint /// A ///
리턴 NNInfo

GetNodes() 공개 추상적인 메소드

public abstract GetNodes ( GraphNodeDelegateCancelable del ) : void
del GraphNodeDelegateCancelable
리턴 void

InSearchTree() 공개 메소드

public InSearchTree ( GraphNode node, Path path ) : bool
node GraphNode
path Path
리턴 bool

NodeColor() 공개 메소드

public NodeColor ( GraphNode node, PathHandler data ) : Color
node GraphNode
data PathHandler
리턴 Color

OnDestroy() 공개 메소드

public OnDestroy ( ) : void
리턴 void

OnDrawGizmos() 공개 메소드

public OnDrawGizmos ( bool drawNodes ) : void
drawNodes bool
리턴 void

PostDeserialization() 공개 메소드

public PostDeserialization ( ) : void
리턴 void

RelocateNodes() 공개 메소드

public RelocateNodes ( Matrix4x4 oldMatrix, Matrix4x4 newMatrix ) : void
oldMatrix UnityEngine.Matrix4x4
newMatrix UnityEngine.Matrix4x4
리턴 void

SafeOnDestroy() 공개 메소드

public SafeOnDestroy ( ) : void
리턴 void

ScanGraph() 공개 메소드

Consider using AstarPath.Scan () instead since this function might screw things up if there is more than one graph. This function does not perform all necessary postprocessing for the graph to work with pathfinding (e.g flood fill). See the source of the AstarPath.Scan function to see how it can be used. In almost all cases you should use AstarPath.Scan instead.
public ScanGraph ( ) : void
리턴 void

ScanInternal() 공개 메소드

public ScanInternal ( ) : void
리턴 void

ScanInternal() 공개 추상적인 메소드

Scans the graph, called from AstarPath.ScanInternal Override this function to implement custom scanning logic The statusCallback may be optionally called to show progress info in the editor
public abstract ScanInternal ( OnScanStatus statusCallback ) : void
statusCallback OnScanStatus
리턴 void

SerializeExtraInfo() 공개 메소드

public SerializeExtraInfo ( GraphSerializationContext ctx ) : void
ctx Pathfinding.Serialization.GraphSerializationContext
리턴 void

SetMatrix() 공개 메소드

public SetMatrix ( Matrix4x4 m ) : void
m UnityEngine.Matrix4x4
리턴 void

프로퍼티 상세

_sguid 공개적으로 프로퍼티

public byte[] _sguid
리턴 byte[]

active 공개적으로 프로퍼티

public AstarPath active
리턴 AstarPath

graphIndex 공개적으로 프로퍼티

public uint graphIndex
리턴 uint

inverseMatrix 공개적으로 프로퍼티

public Matrix4x4,UnityEngine inverseMatrix
리턴 UnityEngine.Matrix4x4