C# 클래스 UnityEngine.NavMesh

상속: Object
파일 보기 프로젝트 열기: randomize/VimConfig 1 사용 예제들

공개 메소드들

메소드 설명
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

비공개 메소드들

메소드 설명
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

메소드 상세

CalculatePath() 공개 정적인 메소드

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

CalculateTriangulation() 공개 정적인 메소드

public static CalculateTriangulation ( ) : NavMeshTriangulation
리턴 NavMeshTriangulation

FindClosestEdge() 공개 정적인 메소드

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

NavMesh() 공개 메소드

public NavMesh ( )

Raycast() 공개 정적인 메소드

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

SamplePosition() 공개 정적인 메소드

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

Triangulate() 공개 정적인 메소드

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