AIBase() | AIBase | protected |
alwaysDrawGizmos | AIPath | |
ApplyGravity(float deltaTime) | AIBase | protected |
Awake() | VersionedMonoBehaviour | protectedvirtual |
CalculateDeltaToMoveThisFrame(Vector2 position, float distanceToEndOfPath, float deltaTime) | AIBase | protected |
CalculateNextRotation(float slowdown, out Quaternion nextRotation) | AIPath | protectedvirtual |
CalculatePathRequestEndpoints(out Vector3 start, out Vector3 end) | AIBase | protectedvirtual |
CalculateVelocity(Vector3 position) | AIPath | |
CancelCurrentPathRequest() | AIBase | protected |
canMove | AIPath | private |
canSearch | AIPath | private |
centerOffset | AIBase | |
ClampToNavmesh(Vector3 position, out bool positionChanged) | AIBase | protectedvirtual |
controller | AIBase | protected |
Pathfinding::AIBase.desiredVelocity | AIBase | |
Pathfinding::IAstarAI.desiredVelocity | IAstarAI | |
Pathfinding::AIBase.destination | AIBase | |
Pathfinding::IAstarAI.destination | IAstarAI | |
endReachedDistance | AIPath | |
Pathfinding::AIBase.FinalizeMovement(Vector3 nextPosition, Quaternion nextRotation) | AIBase | virtual |
Pathfinding::IAstarAI.FinalizeMovement(Vector3 nextPosition, Quaternion nextRotation) | IAstarAI | |
FindComponents() | AIBase | protectedvirtual |
FixedUpdate() | AIBase | protectedvirtual |
GetFeetPosition() | AIBase | virtual |
GizmoColorRaycast | AIBase | protectedstatic |
gravity | AIBase | |
groundMask | AIBase | |
hasPath | AIPath | |
interpolator | AIPath | protected |
Pathfinding::AIBase.isStopped | AIBase | |
Pathfinding::IAstarAI.isStopped | IAstarAI | |
lastDeltaPosition | AIBase | protected |
lastDeltaTime | AIBase | protected |
lastRepath | AIBase | protected |
maxAcceleration | AIPath | |
maxSpeed | AIPath | private |
Pathfinding::AIBase.Move(Vector3 deltaPosition) | AIBase | virtual |
Pathfinding::IAstarAI.Move(Vector3 deltaPosition) | IAstarAI | |
movementPlane | AIBase | |
Pathfinding::AIBase.MovementUpdate(float deltaTime, out Vector3 nextPosition, out Quaternion nextRotation) | AIBase | |
Pathfinding::IAstarAI.MovementUpdate(float deltaTime, out Vector3 nextPosition, out Quaternion nextRotation) | IAstarAI | |
MovementUpdateInternal(float deltaTime, out Vector3 nextPosition, out Quaternion nextRotation) | AIPath | protectedvirtual |
OnDisable() | AIPath | protectedvirtual |
OnDrawGizmos() | AIBase | protectedvirtual |
OnDrawGizmosSelected() | AIBase | protectedvirtual |
OnEnable() | AIBase | protectedvirtual |
OnPathComplete(Path newPath) | AIPath | protectedvirtual |
Pathfinding::AIBase.onSearchPath | AIBase | |
Pathfinding::IAstarAI.onSearchPath | IAstarAI | |
OnTargetReached() | AIPath | virtual |
OnUpgradeSerializedData(int version, bool unityThread) | AIPath | protectedvirtual |
path | AIPath | protected |
pathPending | AIPath | |
pickNextWaypointDist | AIPath | |
Pathfinding::AIBase.position | AIBase | |
Pathfinding::IAstarAI.position | IAstarAI | |
prevFrame | AIBase | protected |
prevPosition1 | AIBase | protected |
prevPosition2 | AIBase | protected |
RaycastPosition(Vector3 position, float lastElevation) | AIBase | protected |
reachedEndOfPath | AIPath | |
remainingDistance | AIPath | |
repathRate | AIBase | |
rigid | AIBase | protected |
rigid2D | AIBase | protected |
Pathfinding::AIBase.rotation | AIBase | |
Pathfinding::IAstarAI.rotation | IAstarAI | |
rotationIn2D | AIBase | |
rotationSpeed | AIPath | |
rvoController | AIBase | protected |
Pathfinding::AIBase.SearchPath() | AIBase | virtual |
Pathfinding::IAstarAI.SearchPath() | IAstarAI | |
seeker | AIBase | protected |
Pathfinding::AIBase.SetPath(Path path) | AIBase | |
Pathfinding::IAstarAI.SetPath(Path path) | IAstarAI | |
shouldRecalculatePath | AIBase | protected |
simulatedPosition | AIBase | protected |
simulatedRotation | AIBase | protected |
SimulateRotationTowards(Vector3 direction, float maxDegrees) | AIBase | |
SimulateRotationTowards(Vector2 direction, float maxDegrees) | AIBase | protected |
slowdownDistance | AIPath | |
slowWhenNotFacingTarget | AIPath | |
speed | AIPath | |
Start() | AIBase | protectedvirtual |
steeringTarget | AIPath | |
target | AIBase | |
targetDirection | AIPath | |
TargetReached | AIPath | |
Teleport(Vector3 newPosition, bool clearPath=true) | AIPath | virtual |
tr | AIBase | protected |
turningSpeed | AIPath | |
Update() | AIBase | protectedvirtual |
updatePosition | AIBase | |
updateRotation | AIBase | |
UpdateVelocity() | AIBase | protected |
usingGravity | AIBase | protected |
Pathfinding::AIBase.velocity | AIBase | |
Pathfinding::IAstarAI.velocity | IAstarAI | |
velocity2D | AIBase | protected |
verticalVelocity | AIBase | protected |
waitingForPathCalculation | AIBase | protected |
whenCloseToDestination | AIPath | |