|
static Vector2 | CalculateAccelerationToReachPoint (Vector2 deltaPosition, Vector2 targetVelocity, Vector2 currentVelocity, float acceleration, float maxSpeed) |
| Calculate an acceleration to move deltaPosition units and get there with approximately a velocity of targetVelocity.
|
|
static Vector2 | ClampVelocity (Vector2 velocity, float maxSpeed, float slowdownFactor, bool slowWhenNotFacingTarget, Vector2 forward) |
| Clamps the velocity to the max speed.
|
|
static Vector2 CalculateAccelerationToReachPoint |
( |
Vector2 |
deltaPosition, |
|
|
Vector2 |
targetVelocity, |
|
|
Vector2 |
currentVelocity, |
|
|
float |
acceleration, |
|
|
float |
maxSpeed |
|
) |
| |
|
static |
Calculate an acceleration to move deltaPosition units and get there with approximately a velocity of targetVelocity.
static Vector2 ClampVelocity |
( |
Vector2 |
velocity, |
|
|
float |
maxSpeed, |
|
|
float |
slowdownFactor, |
|
|
bool |
slowWhenNotFacingTarget, |
|
|
Vector2 |
forward |
|
) |
| |
|
static |
Clamps the velocity to the max speed.
- Parameters
-
velocity | Desired velocity of the character. In world units per second. |
maxSpeed | Max speed of the character. In world units per second. |
slowdownFactor | Value between 0 and 1 which determines how much slower the character should move than normal. Normally 1 but should go to 0 when the character approaches the end of the path. |
slowWhenNotFacingTarget | Prevent the velocity from being too far away from the forward direction of the character and slow the character down if the desired velocity is not in the same direction as the forward vector. |
Note that all vectors are 2D vectors, not 3D vectors.
- Returns
- The clamped velocity in world units per second.
The documentation for this class was generated from the following file:
- /Users/arong/Unity/a-pathfinding-project/Assets/AstarPathfindingProject/Core/Misc/MovementUtilities.cs