A* Pathfinding Project  4.1.26
The A* Pathfinding Project for Unity 3D
LegacyAIPath Member List

This is the complete list of members for LegacyAIPath, including all inherited members.

AIBase()AIBaseprotected
alwaysDrawGizmosAIPath
ApplyGravity(float deltaTime)AIBaseprotected
Awake()LegacyAIPathprotectedvirtual
CalculateDeltaToMoveThisFrame(Vector2 position, float distanceToEndOfPath, float deltaTime)AIBaseprotected
CalculateNextRotation(float slowdown, out Quaternion nextRotation)AIPathprotectedvirtual
CalculatePathRequestEndpoints(out Vector3 start, out Vector3 end)AIBaseprotectedvirtual
CalculateTargetPoint(Vector3 p, Vector3 a, Vector3 b)LegacyAIPathprotected
CalculateVelocity(Vector3 currentPosition)LegacyAIPathprotected
CancelCurrentPathRequest()AIBaseprotected
centerOffsetAIBase
ClampToNavmesh(Vector3 position, out bool positionChanged)AIPathprotectedvirtual
closestOnPathCheckLegacyAIPath
constrainInsideGraphAIPath
controllerAIBaseprotected
currentWaypointIndexLegacyAIPathprotected
Pathfinding::AIBase.desiredVelocityAIBase
Pathfinding::IAstarAI.desiredVelocityIAstarAI
Pathfinding::AIBase.destinationAIBase
Pathfinding::IAstarAI.destinationIAstarAI
enableRotationAIBase
endReachedDistanceAIPath
Pathfinding::AIBase.FinalizeMovement(Vector3 nextPosition, Quaternion nextRotation)AIBasevirtual
Pathfinding::IAstarAI.FinalizeMovement(Vector3 nextPosition, Quaternion nextRotation)IAstarAI
FindComponents()AIBaseprotectedvirtual
FixedUpdate()AIBaseprotectedvirtual
forwardLookLegacyAIPath
GetFeetPosition()AIBasevirtual
gravityAIBase
groundMaskAIBase
hasPathAIPath
interpolatorAIPathprotected
Pathfinding::AIBase.isStoppedAIBase
Pathfinding::IAstarAI.isStoppedIAstarAI
lastDeltaPositionAIBaseprotected
lastDeltaTimeAIBaseprotected
lastFoundWaypointPositionLegacyAIPathprotected
lastFoundWaypointTimeLegacyAIPathprotected
lastRepathAIBaseprotected
maxAccelerationAIPath
minMoveScaleLegacyAIPathprotected
Pathfinding::AIBase.Move(Vector3 deltaPosition)AIBasevirtual
Pathfinding::IAstarAI.Move(Vector3 deltaPosition)IAstarAI
movementPlaneAIBase
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)AIPathprotectedvirtual
OnDisable()AIPathprotectedvirtual
OnDrawGizmos()AIBaseprotectedvirtual
OnDrawGizmosSelected()AIBaseprotectedvirtual
OnEnable()AIBaseprotectedvirtual
OnPathComplete(Path _p)LegacyAIPathprotectedvirtual
Pathfinding::AIBase.onSearchPathAIBase
Pathfinding::IAstarAI.onSearchPathIAstarAI
OnTargetReached()AIPathvirtual
OnUpgradeSerializedData(int version, bool unityThread)AIPathprotectedvirtual
orientationAIBase
pathAIPathprotected
pathPendingAIPath
pickNextWaypointDistAIPath
Pathfinding::AIBase.positionAIBase
Pathfinding::IAstarAI.positionIAstarAI
prevFrameAIBaseprotected
prevPosition1AIBaseprotected
prevPosition2AIBaseprotected
RaycastPosition(Vector3 position, float lastElevation)AIBaseprotected
reachedDestinationAIPath
reachedEndOfPathAIPath
remainingDistanceAIPath
repathRateAIBase
Reset()AIBaseprotectedvirtual
rigidAIBaseprotected
rigid2DAIBaseprotected
RotateTowards(Vector3 dir)LegacyAIPathprotected
Pathfinding::AIBase.rotationAIBase
Pathfinding::IAstarAI.rotationIAstarAI
rotationIn2DAIBase
rotationSpeedAIPath
rvoControllerAIBaseprotected
Pathfinding::AIBase.SearchPath()AIBasevirtual
Pathfinding::IAstarAI.SearchPath()IAstarAI
seekerAIBaseprotected
Pathfinding::AIBase.SetPath(Path path)AIBase
Pathfinding::IAstarAI.SetPath(Path path)IAstarAI
ShapeGizmoColorAIBasestatic
shouldRecalculatePathAIBaseprotected
simulatedPositionAIBaseprotected
simulatedRotationAIBaseprotected
SimulateRotationTowards(Vector3 direction, float maxDegrees)AIBase
SimulateRotationTowards(Vector2 direction, float maxDegrees)AIBaseprotected
slowdownDistanceAIPath
slowWhenNotFacingTargetAIPath
speedAIPath
Start()AIBaseprotectedvirtual
steeringTargetAIPath
targetAIBase
targetDirectionLegacyAIPathprotected
TargetReachedAIPath
Teleport(Vector3 newPosition, bool clearPath=true)AIPathvirtual
trAIBaseprotected
turningSpeedAIPath
Update()LegacyAIPathprotectedvirtual
updatePositionAIBase
updateRotationAIBase
UpdateVelocity()AIBaseprotected
usingGravityAIBaseprotected
Pathfinding::AIBase.velocityAIBase
Pathfinding::IAstarAI.velocityIAstarAI
velocity2DAIBaseprotected
verticalVelocityAIBaseprotected
waitingForPathCalculationAIBaseprotected
whenCloseToDestinationAIPath
XZSqrMagnitude(Vector3 a, Vector3 b)LegacyAIPathprotected