acceleration | RichAI | |
AIBase() | AIBase | protected |
anim | RichAI | |
animCompatibility | RichAI | private |
ApplyGravity(float deltaTime) | AIBase | protected |
ApproachingPartEndpoint | RichAI | |
approachingPartEndpoint | RichAI | |
ApproachingPathEndpoint | RichAI | |
approachingPathEndpoint | RichAI | |
Awake() | VersionedMonoBehaviour | protectedvirtual |
CalculateDeltaToMoveThisFrame(Vector2 position, float distanceToEndOfPath, float deltaTime) | AIBase | protected |
CalculatePathRequestEndpoints(out Vector3 start, out Vector3 end) | AIBase | protectedvirtual |
CalculateWallForce(Vector2 position, float elevation, Vector2 directionToTarget) | RichAI | private |
CancelCurrentPathRequest() | AIBase | protected |
canMove | RichAI | private |
canSearch | RichAI | private |
centerOffset | AIBase | |
ClampToNavmesh(Vector3 position, out bool positionChanged) | RichAI | protectedvirtual |
controller | AIBase | protected |
delayUpdatePath | RichAI | protected |
Pathfinding::AIBase.desiredVelocity | AIBase | |
Pathfinding::IAstarAI.desiredVelocity | IAstarAI | |
Pathfinding::AIBase.destination | AIBase | |
Pathfinding::IAstarAI.destination | IAstarAI | |
DistanceToNextWaypoint | RichAI | |
distanceToSteeringTarget | RichAI | protected |
endReachedDistance | RichAI | |
Pathfinding::AIBase.FinalizeMovement(Vector3 nextPosition, Quaternion nextRotation) | AIBase | virtual |
Pathfinding::IAstarAI.FinalizeMovement(Vector3 nextPosition, Quaternion nextRotation) | IAstarAI | |
FinalMovement(Vector3 position3D, float deltaTime, float distanceToEndOfPath, float slowdownFactor, out Vector3 nextPosition, out Quaternion nextRotation) | RichAI | private |
FindComponents() | AIBase | protectedvirtual |
FixedUpdate() | AIBase | protectedvirtual |
funnelSimplification | RichAI | |
GetFeetPosition() | AIBase | virtual |
GizmoColorPath | RichAI | protectedstatic |
GizmoColorRaycast | AIBase | protectedstatic |
gravity | AIBase | |
groundMask | AIBase | |
hasPath | RichAI | |
Pathfinding::AIBase.isStopped | AIBase | |
Pathfinding::IAstarAI.isStopped | IAstarAI | |
lastCorner | RichAI | protected |
lastDeltaPosition | AIBase | protected |
lastDeltaTime | AIBase | protected |
lastRepath | AIBase | protected |
maxSpeed | RichAI | 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) | RichAI | protectedvirtual |
nextCorners | RichAI | protected |
NextPart() | RichAI | protected |
NextWaypoint | RichAI | |
OnDisable() | RichAI | protectedvirtual |
OnDrawGizmos() | RichAI | protectedvirtual |
OnDrawGizmosSelected() | AIBase | protectedvirtual |
OnEnable() | AIBase | protectedvirtual |
OnPathComplete(Path p) | RichAI | virtual |
Pathfinding::AIBase.onSearchPath | AIBase | |
Pathfinding::IAstarAI.onSearchPath | IAstarAI | |
OnTargetReached() | RichAI | protectedvirtual |
onTraverseOffMeshLink | RichAI | |
OnUpgradeSerializedData(int version, bool unityThread) | RichAI | protectedvirtual |
PathPending | RichAI | |
pathPending | RichAI | |
position | RichAI | private |
prevFrame | AIBase | protected |
prevPosition1 | AIBase | protected |
prevPosition2 | AIBase | protected |
RaycastPosition(Vector3 position, float lastElevation) | AIBase | protected |
remainingDistance | RichAI | |
repathRate | AIBase | |
repeatedlySearchPaths | RichAI | |
RepeatTrySearchPath() | AIBase | protected |
richPath | RichAI | protected |
rigid | AIBase | protected |
rigid2D | AIBase | protected |
Pathfinding::AIBase.rotation | AIBase | |
Pathfinding::IAstarAI.rotation | IAstarAI | |
rotationIn2D | AIBase | |
rotationSpeed | RichAI | |
rvoController | AIBase | protected |
SearchPath() | RichAI | virtual |
seeker | AIBase | protected |
shouldRecalculatePath | RichAI | protected |
simulatedPosition | AIBase | protected |
simulatedRotation | AIBase | protected |
SimulateRotationTowards(Vector3 direction, float maxDegrees) | AIBase | |
SimulateRotationTowards(Vector2 direction, float maxDegrees) | AIBase | protected |
slowdownTime | RichAI | |
slowWhenNotFacingTarget | RichAI | |
Start() | AIBase | protectedvirtual |
steeringTarget | RichAI | |
target | AIBase | |
TargetPoint | RichAI | |
TargetReached | RichAI | |
targetReached | RichAI | |
Teleport(Vector3 newPosition, bool clearPath=true) | RichAI | virtual |
tr | AIBase | protected |
TraverseFunnel(RichFunnel fn, float deltaTime, out Vector3 nextPosition, out Quaternion nextRotation) | RichAI | private |
TraverseOffMeshLinkFallback(RichSpecial link) | RichAI | protected |
TraverseSpecial(RichSpecial link) | RichAI | protectedvirtual |
traversingOffMeshLink | RichAI | |
TraversingSpecial | RichAI | |
Update() | AIBase | protectedvirtual |
UpdatePath() | RichAI | |
updatePosition | AIBase | |
updateRotation | AIBase | |
UpdateTarget(RichFunnel fn) | RichAI | protectedvirtual |
UpdateVelocity() | AIBase | protected |
usingGravity | AIBase | protected |
Velocity | RichAI | |
Pathfinding::AIBase.velocity | AIBase | |
Pathfinding::IAstarAI.velocity | IAstarAI | |
velocity2D | AIBase | protected |
verticalVelocity | AIBase | protected |
waitingForPathCalculation | AIBase | protected |
wallBuffer | RichAI | protected |
wallDist | RichAI | |
wallForce | RichAI | |