A* Pathfinding Project  4.3.5
The A* Pathfinding Project for Unity 3D
RichAI Member List

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

accelerationRichAI
animRichAI
animCompatibilityRichAIprivate
ApplyGravity(float deltaTime)AIBaseprotected
ApproachingPartEndpointRichAI
approachingPartEndpointRichAI
ApproachingPathEndpointRichAI
approachingPathEndpointRichAI
Awake()VersionedMonoBehaviourprotectedvirtual
CalculateDeltaToMoveThisFrame(Vector2 position, float distanceToEndOfPath, float deltaTime)AIBaseprotected
CalculatePathRequestEndpoints(out Vector3 start, out Vector3 end)AIBaseprotectedvirtual
CalculateWallForce(Vector2 position, float elevation, Vector2 directionToTarget)RichAIprivate
CancelCurrentPathRequest()AIBaseprotected
canMoveRichAIprivate
canSearchRichAIprivate
centerOffsetAIBase
ClampToNavmesh(Vector3 position, out bool positionChanged)RichAIprotectedvirtual
ClearPath()RichAIprotectedvirtual
controllerAIBaseprotected
delayUpdatePathRichAIprotected
Pathfinding::AIBase.desiredVelocityAIBase
Pathfinding::IAstarAI.desiredVelocityIAstarAI
Pathfinding::AIBase.destinationAIBase
Pathfinding::IAstarAI.destinationIAstarAI
DistanceToNextWaypointRichAI
distanceToSteeringTargetRichAIprotected
enableRotationAIBase
endReachedDistanceAIBase
Pathfinding::AIBase.FinalizeMovement(Vector3 nextPosition, Quaternion nextRotation)AIBasevirtual
Pathfinding::IAstarAI.FinalizeMovement(Vector3 nextPosition, Quaternion nextRotation)IAstarAI
FinalMovement(Vector3 position3D, float deltaTime, float distanceToEndOfPath, float speedLimitFactor, out Vector3 nextPosition, out Quaternion nextRotation)RichAIprivate
FindComponents()AIBasevirtual
funnelSimplificationRichAI
GetFeetPosition()AIBasevirtual
GizmoColorPathRichAIprotectedstatic
gravityAIBase
groundMaskAIBase
hasPathRichAI
heightRichAIprivate
Pathfinding::AIBase.isStoppedAIBase
Pathfinding::IAstarAI.isStoppedIAstarAI
lastCornerRichAIprotected
lastDeltaPositionAIBaseprotected
lastDeltaTimeAIBaseprotected
lastRepathAIBaseprotected
maxSpeedRichAIprivate
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)RichAIprotectedvirtual
nextCornersRichAIprotected
NextPart()RichAIprotected
NextWaypointRichAI
OnDisable()RichAIprotectedvirtual
OnDrawGizmos()RichAIprotectedvirtual
OnDrawGizmosSelected()AIBaseprotectedvirtual
OnEnable()AIBaseprotectedvirtual
OnPathComplete(Path p)RichAIprotectedvirtual
Pathfinding::AIBase.onSearchPathAIBase
Pathfinding::IAstarAI.onSearchPathIAstarAI
OnTargetReached()RichAIprotectedvirtual
onTraverseOffMeshLinkRichAI
OnUpdate(float dt)AIBaseprotectedvirtual
OnUpgradeSerializedData(int version, bool unityThread)RichAIprotectedvirtual
orientationAIBase
PathPendingRichAI
pathPendingRichAI
Pathfinding::AIBase.positionAIBase
Pathfinding::IAstarAI.positionIAstarAI
prevFrameAIBaseprotected
prevPosition1AIBaseprotected
prevPosition2AIBaseprotected
radiusRichAIprivate
RaycastPosition(Vector3 position, float lastElevation)AIBaseprotected
reachedDestinationRichAI
reachedEndOfPathRichAI
remainingDistanceRichAI
repathRateAIBase
repeatedlySearchPathsRichAI
Reset()AIBaseprotectedvirtual
richPathRichAIprotected
rigidAIBaseprotected
rigid2DAIBaseprotected
Pathfinding::AIBase.rotationAIBase
Pathfinding::IAstarAI.rotationIAstarAI
rotationIn2DAIBase
rotationSpeedRichAI
rvoControllerAIBaseprotected
rvoDensityBehaviorAIBase
SearchPath()RichAIvirtual
seekerAIBaseprotected
Pathfinding::AIBase.SetPath(Path path)AIBase
Pathfinding::IAstarAI.SetPath(Path path)IAstarAI
ShapeGizmoColorAIBasestatic
shouldRecalculatePathRichAIprotected
simulatedPositionAIBaseprotected
simulatedRotationAIBaseprotected
SimulateRotationTowards(Vector3 direction, float maxDegrees)AIBase
SimulateRotationTowards(Vector2 direction, float maxDegrees)AIBaseprotected
slowdownTimeRichAI
slowWhenNotFacingTargetRichAI
Start()AIBaseprotectedvirtual
steeringTargetRichAI
targetAIBase
TargetPointRichAI
TargetReachedRichAI
Teleport(Vector3 newPosition, bool clearPath=true)RichAIvirtual
trAIBaseprotected
TraverseFunnel(RichFunnel fn, float deltaTime, out Vector3 nextPosition, out Quaternion nextRotation)RichAIprivate
TraverseOffMeshLinkFallback(RichSpecial link)RichAIprotected
TraverseSpecial(RichSpecial link)RichAIprotectedvirtual
traversingOffMeshLinkRichAI
TraversingSpecialRichAI
UpdatePath()RichAI
updatePositionAIBase
updateRotationAIBase
UpdateTarget(RichFunnel fn)RichAIprotectedvirtual
UpdateVelocity()AIBaseprotected
usingGravityAIBaseprotected
Pathfinding::AIBase.velocityAIBase
Pathfinding::IAstarAI.velocityIAstarAI
VelocityRichAI
velocity2DAIBaseprotected
verticalVelocityAIBaseprotected
waitingForPathCalculationAIBaseprotected
wallBufferRichAIprotected
wallDistRichAI
wallForceRichAI
whenCloseToDestinationAIBase