Advanced AI for navmesh based graphs.
- Deprecated:
- Use the RichAI class instead. This class only exists for compatibility reasons.
- A* Pro Feature:
- This is an A* Pathfinding Project Pro feature only. This function/class/variable might not exist in the Free version of the A* Pathfinding Project or the functionality might be limited
The Pro version can be bought here
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bool | preciseSlowdown = true |
| Use a 3rd degree equation for calculating slowdown acceleration instead of a 2nd degree.
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bool | raycastingForGroundPlacement = false |
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float | acceleration = 5 |
| Max acceleration of the agent.
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float | endReachedDistance = 0.01f |
| Max distance to the endpoint to consider it reached.
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bool | funnelSimplification = false |
| Use funnel simplification.
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System.Func< RichSpecial,
IEnumerator > | onTraverseOffMeshLink |
| Called when the agent starts to traverse an off-mesh link.
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float | rotationSpeed = 360 |
| Max rotation speed of the agent.
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float | slowdownTime = 0.5f |
| How long before reaching the end of the path to start to slow down.
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bool | slowWhenNotFacingTarget = true |
| Slow down when not facing the target direction.
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float | wallDist = 1 |
| Walls within this range will be used for avoidance.
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float | wallForce = 3 |
| Force to avoid walls with.
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bool | canMove = true |
| Enables or disables movement completely.
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bool | canSearch = true |
| Enables or disables recalculating the path at regular intervals.
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float | centerOffset = 1 |
| Offset along the Y coordinate for the ground raycast start position.
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Vector3 | gravity = new Vector3(float.NaN, float.NaN, float.NaN) |
| Gravity to use.
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LayerMask | groundMask = -1 |
| Layer mask to use for ground placement.
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float | maxSpeed = 1 |
| Max speed in world units per second.
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IMovementPlane | movementPlane = GraphTransform.identityTransform |
| Plane which this agent is moving in.
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float | repathRate = 0.5f |
| Determines how often the agent will search for new paths (in seconds).
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bool | rotationIn2D = false |
| If true, the forward axis of the character will be along the Y axis instead of the Z axis.
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bool | updatePosition = true |
| Determines if the character's position should be coupled to the Transform's position.
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bool | updateRotation = true |
| Determines if the character's rotation should be coupled to the Transform's rotation.
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override void | OnPathComplete (Path p) |
| Called when a requested path has been calculated.
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override void | SearchPath () |
| Recalculate the current path.
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override void | Teleport (Vector3 newPosition, bool clearPath=true) |
| Instantly move the agent to a new position.
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void | UpdatePath () |
| Force recalculation of the current path.
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bool | delayUpdatePath |
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float | distanceToSteeringTarget = float.PositiveInfinity |
| Distance to steeringTarget in the movement plane.
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bool | lastCorner |
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readonly List< Vector3 > | nextCorners = new List<Vector3>() |
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readonly RichPath | richPath = new RichPath() |
| Holds the current path that this agent is following.
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readonly List< Vector3 > | wallBuffer = new List<Vector3>() |
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static readonly Color | GizmoColorPath = new Color(8.0f/255, 78.0f/255, 194.0f/255) |
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Animation | anim [get, set] |
| Anim for off-mesh links.
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bool | ApproachingPartEndpoint [get] |
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bool | approachingPartEndpoint [get] |
| True if approaching the last waypoint in the current part of the path.
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bool | ApproachingPathEndpoint [get] |
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bool | approachingPathEndpoint [get] |
| True if approaching the last waypoint of all parts in the current path.
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bool IAstarAI. | canMove [get, set] |
| Enables or disables movement completely.
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bool IAstarAI. | canSearch [get, set] |
| Enables or disables recalculating the path at regular intervals.
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float | DistanceToNextWaypoint [get] |
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bool | hasPath [get] |
| True if this agent currently has a path that it follows.
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float IAstarAI. | maxSpeed [get, set] |
| Max speed in world units per second.
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Vector3 | NextWaypoint [get] |
| Waypoint that the agent is moving towards.
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bool | PathPending [get] |
| True if a path to the target is currently being calculated.
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bool | pathPending [get] |
| True if a path is currently being calculated.
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Vector3 IAstarAI. | position [get] |
| Position of the agent.
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float | remainingDistance [get] |
| Remaining distance along the current path to the end of the path.
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bool | repeatedlySearchPaths [get, set] |
| Search for new paths repeatedly.
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override bool | shouldRecalculatePath [get] |
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Vector3 | steeringTarget [get, set] |
| Point on the path which the agent is currently moving towards.
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Vector3 | TargetPoint [get] |
| Current waypoint that the agent is moving towards.
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bool | TargetReached [get] |
| True if the agent is within endReachedDistance units from the end of the current path.
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bool | targetReached [get] |
| True if the agent has reached the end of the current path.
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bool | traversingOffMeshLink [get, set] |
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bool | TraversingSpecial [get] |
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Vector3 | Velocity [get] |
| Current velocity of the agent.
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