A* Pathfinding Project  4.1.2
The A* Pathfinding Project for Unity 3D
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AIPath Member List

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

AIBase()AIBaseprotected
alwaysDrawGizmosAIPath
ApplyGravity(float deltaTime)AIBaseprotected
Awake()VersionedMonoBehaviourprotectedvirtual
CalculateDeltaToMoveThisFrame(Vector2 position, float distanceToEndOfPath, float deltaTime)AIBaseprotected
CalculateNextRotation(float slowdown, out Quaternion nextRotation)AIPathprotectedvirtual
CalculatePathRequestEndpoints(out Vector3 start, out Vector3 end)AIBaseprotectedvirtual
CalculateVelocity(Vector3 position)AIPath
CancelCurrentPathRequest()AIBaseprotected
canMoveAIPathprivate
canSearchAIPathprivate
centerOffsetAIBase
ClampToNavmesh(Vector3 position, out bool positionChanged)AIBaseprotectedvirtual
controllerAIBaseprotected
Pathfinding::AIBase.desiredVelocityAIBase
Pathfinding::IAstarAI.desiredVelocityIAstarAI
Pathfinding::AIBase.destinationAIBase
Pathfinding::IAstarAI.destinationIAstarAI
endReachedDistanceAIPath
Pathfinding::AIBase.FinalizeMovement(Vector3 nextPosition, Quaternion nextRotation)AIBasevirtual
Pathfinding::IAstarAI.FinalizeMovement(Vector3 nextPosition, Quaternion nextRotation)IAstarAI
FindComponents()AIBaseprotectedvirtual
FixedUpdate()AIBaseprotectedvirtual
GetFeetPosition()AIBasevirtual
GizmoColorRaycastAIBaseprotectedstatic
gravityAIBase
groundMaskAIBase
hasPathAIPath
interpolatorAIPathprotected
Pathfinding::AIBase.isStoppedAIBase
Pathfinding::IAstarAI.isStoppedIAstarAI
lastDeltaPositionAIBaseprotected
lastDeltaTimeAIBaseprotected
lastRepathAIBaseprotected
maxSpeedAIPathprivate
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 newPath)AIPathvirtual
Pathfinding::AIBase.onSearchPathAIBase
Pathfinding::IAstarAI.onSearchPathIAstarAI
OnTargetReached()AIPathvirtual
OnUpgradeSerializedData(int version, bool unityThread)AIPathprotectedvirtual
pathAIPathprotected
pathPendingAIPath
pickNextWaypointDistAIPath
Pathfinding::AIBase.positionAIBase
Pathfinding::IAstarAI.positionIAstarAI
prevFrameAIBaseprotected
prevPosition1AIBaseprotected
prevPosition2AIBaseprotected
RaycastPosition(Vector3 position, float lastElevation)AIBaseprotected
remainingDistanceAIPath
repathRateAIBase
RepeatTrySearchPath()AIBaseprotected
rigidAIBaseprotected
rigid2DAIBaseprotected
Pathfinding::AIBase.rotationAIBase
Pathfinding::IAstarAI.rotationIAstarAI
rotationIn2DAIBase
rotationSpeedAIPath
rvoControllerAIBaseprotected
Pathfinding::AIBase.SearchPath()AIBasevirtual
Pathfinding::IAstarAI.SearchPath()IAstarAI
seekerAIBaseprotected
shouldRecalculatePathAIBaseprotected
simulatedPositionAIBaseprotected
simulatedRotationAIBaseprotected
SimulateRotationTowards(Vector3 direction, float maxDegrees)AIBase
SimulateRotationTowards(Vector2 direction, float maxDegrees)AIBaseprotected
slowdownDistanceAIPath
slowWhenNotFacingTargetAIPath
speedAIPath
Start()AIBaseprotectedvirtual
steeringTargetAIPath
targetAIBase
targetDirectionAIPath
TargetReachedAIPath
targetReachedAIPath
Teleport(Vector3 newPosition, bool clearPath=true)AIPathvirtual
trAIBaseprotected
turningSpeedAIPath
Update()AIBaseprotectedvirtual
updatePositionAIBase
updateRotationAIBase
UpdateVelocity()AIBaseprotected
usingGravityAIBaseprotected
Pathfinding::AIBase.velocityAIBase
Pathfinding::IAstarAI.velocityIAstarAI
velocity2DAIBaseprotected
verticalVelocityAIBaseprotected
waitingForPathCalculationAIBaseprotected
whenCloseToDestinationAIPath