C# 클래스 UnityEngine.NavMeshAgent

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

Private Properties

프로퍼티 타입 설명
ActivateCurrentOffMeshLink void
CalculatePathInternal bool
CompleteOffMeshLink void
CopyPathTo void
FindClosestEdge bool
GetAreaCost float
GetCurrentOffMeshLinkDataInternal OffMeshLinkData
GetLayerCost float
GetNextOffMeshLinkDataInternal OffMeshLinkData
INTERNAL_CALL_CalculatePathInternal bool
INTERNAL_CALL_Move void
INTERNAL_CALL_Raycast bool
INTERNAL_CALL_SetDestination bool
INTERNAL_CALL_Warp bool
INTERNAL_get_desiredVelocity void
INTERNAL_get_destination void
INTERNAL_get_nextPosition void
INTERNAL_get_pathEndPosition void
INTERNAL_get_steeringTarget void
INTERNAL_get_velocity void
INTERNAL_set_destination void
INTERNAL_set_nextPosition void
INTERNAL_set_velocity void
ResetPath void
Resume void
SamplePathPosition bool
SetAreaCost void
SetLayerCost void
SetPath bool
Stop void
StopInternal void

공개 메소드들

메소드 설명
CalculatePath ( Vector3 targetPosition, NavMeshPath path ) : bool
Move ( Vector3 offset ) : void
NavMeshAgent ( )
Raycast ( Vector3 targetPosition, NavMeshHit &hit ) : bool
SetDestination ( Vector3 target ) : bool
Stop ( ) : void
Warp ( Vector3 newPosition ) : bool

비공개 메소드들

메소드 설명
ActivateCurrentOffMeshLink ( bool activated ) : void
CalculatePathInternal ( Vector3 targetPosition, NavMeshPath path ) : bool
CompleteOffMeshLink ( ) : void
CopyPathTo ( NavMeshPath path ) : void
FindClosestEdge ( NavMeshHit &hit ) : bool
GetAreaCost ( int areaIndex ) : float
GetCurrentOffMeshLinkDataInternal ( ) : OffMeshLinkData
GetLayerCost ( int layer ) : float
GetNextOffMeshLinkDataInternal ( ) : OffMeshLinkData
INTERNAL_CALL_CalculatePathInternal ( NavMeshAgent self, Vector3 &targetPosition, NavMeshPath path ) : bool
INTERNAL_CALL_Move ( NavMeshAgent self, Vector3 &offset ) : void
INTERNAL_CALL_Raycast ( NavMeshAgent self, Vector3 &targetPosition, NavMeshHit &hit ) : bool
INTERNAL_CALL_SetDestination ( NavMeshAgent self, Vector3 &target ) : bool
INTERNAL_CALL_Warp ( NavMeshAgent self, Vector3 &newPosition ) : bool
INTERNAL_get_desiredVelocity ( Vector3 &value ) : void
INTERNAL_get_destination ( Vector3 &value ) : void
INTERNAL_get_nextPosition ( Vector3 &value ) : void
INTERNAL_get_pathEndPosition ( Vector3 &value ) : void
INTERNAL_get_steeringTarget ( Vector3 &value ) : void
INTERNAL_get_velocity ( Vector3 &value ) : void
INTERNAL_set_destination ( Vector3 &value ) : void
INTERNAL_set_nextPosition ( Vector3 &value ) : void
INTERNAL_set_velocity ( Vector3 &value ) : void
ResetPath ( ) : void
Resume ( ) : void
SamplePathPosition ( int areaMask, float maxDistance, NavMeshHit &hit ) : bool
SetAreaCost ( int areaIndex, float areaCost ) : void
SetLayerCost ( int layer, float cost ) : void
SetPath ( NavMeshPath path ) : bool
Stop ( bool stopUpdates ) : void
StopInternal ( ) : void

메소드 상세

CalculatePath() 공개 메소드

public CalculatePath ( Vector3 targetPosition, NavMeshPath path ) : bool
targetPosition Vector3
path NavMeshPath
리턴 bool

Move() 공개 메소드

public Move ( Vector3 offset ) : void
offset Vector3
리턴 void

NavMeshAgent() 공개 메소드

public NavMeshAgent ( )

Raycast() 공개 메소드

public Raycast ( Vector3 targetPosition, NavMeshHit &hit ) : bool
targetPosition Vector3
hit NavMeshHit
리턴 bool

SetDestination() 공개 메소드

public SetDestination ( Vector3 target ) : bool
target Vector3
리턴 bool

Stop() 공개 메소드

public Stop ( ) : void
리턴 void

Warp() 공개 메소드

public Warp ( Vector3 newPosition ) : bool
newPosition Vector3
리턴 bool