A* Pathfinding Project
4.3.5
The A* Pathfinding Project for Unity 3D
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Simple patrol behavior. More...
Simple patrol behavior.
This will set the destination on the agent so that it moves through the sequence of objects in the targets array. Upon reaching a target it will wait for delay seconds.
Public Attributes | |
float | delay = 0 |
Time in seconds to wait at each target. More... | |
Transform [] | targets |
Target points to move to in order. More... | |
Protected Member Functions | |
override void | Awake () |
Protected Member Functions inherited from VersionedMonoBehaviour | |
virtual int | OnUpgradeSerializedData (int version, bool unityThread) |
Handle serialization backwards compatibility. More... | |
virtual void | Reset () |
Handle serialization backwards compatibility. More... | |
Private Member Functions | |
void | Update () |
Update is called once per frame. More... | |
Private Attributes | |
IAstarAI | agent |
int | index |
Current target index. More... | |
float | switchTime = float.PositiveInfinity |
Additional Inherited Members | |
Properties inherited from VersionedMonoBehaviour | |
int Util.IEntityIndex. | EntityIndex [get, set] |
Internal entity index used by #BurstBatchHelper. More... | |
Properties inherited from IEntityIndex | |
int | EntityIndex [get, set] |
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protectedvirtual |
Reimplemented from VersionedMonoBehaviour.
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private |
Update is called once per frame.
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float delay = 0 |
Time in seconds to wait at each target.
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Current target index.
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Transform [] targets |
Target points to move to in order.