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A* Pathfinding Project
4.3.7
The A* Pathfinding Project for Unity 3D
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AI controller specifically made for the spider robot. More...
AI controller specifically made for the spider robot.
Public Attributes | |
| Animation | anim |
| Animation component. More... | |
| float | animationSpeed = 0.2F |
| Speed relative to velocity with which to play animations. More... | |
| GameObject | endOfPathEffect |
| Effect which will be instantiated when end of path is reached. More... | |
| float | sleepVelocity = 0.4F |
| Minimum velocity for moving. More... | |
Public Attributes inherited from AIPath | |
| bool | alwaysDrawGizmos |
| Draws detailed gizmos constantly in the scene view instead of only when the agent is selected and settings are being modified. More... | |
| bool | constrainInsideGraph = false |
| Ensure that the character is always on the traversable surface of the navmesh. More... | |
| float | maxAcceleration = -2.5f |
| How quickly the agent accelerates. More... | |
| float | pickNextWaypointDist = 2 |
| How far the AI looks ahead along the path to determine the point it moves to. More... | |
| bool | preventMovingBackwards = false |
| Prevent the velocity from being too far away from the forward direction of the character. More... | |
| float | rotationSpeed = 360 |
| Rotation speed in degrees per second. More... | |
| float | slowdownDistance = 0.6F |
| Distance from the end of the path where the AI will start to slow down. More... | |
| bool | slowWhenNotFacingTarget = true |
| Slow down when not facing the target direction. More... | |
Public Attributes inherited from AIBase | |
| bool | canMove = true |
| Enables or disables movement completely. More... | |
| bool | canSearch = true |
| Enables or disables recalculating the path at regular intervals. More... | |
| bool | enableRotation = true |
| If true, the AI will rotate to face the movement direction. More... | |
| float | endReachedDistance = 0.2f |
| Distance to the end point to consider the end of path to be reached. More... | |
| Vector3 | gravity = new Vector3(float.NaN, float.NaN, float.NaN) |
| Gravity to use. More... | |
| LayerMask | groundMask = -1 |
| Layer mask to use for ground placement. More... | |
| float | height = 2 |
| Radius of the agent in world units. More... | |
| float | maxSpeed = 1 |
| Max speed in world units per second. More... | |
| IMovementPlane | movementPlane = GraphTransform.identityTransform |
| Plane which this agent is moving in. More... | |
| OrientationMode | orientation = OrientationMode.ZAxisForward |
| Determines which direction the agent moves in. More... | |
| float | radius = 0.5f |
| Height of the agent in world units. More... | |
| float | repathRate = 0.5f |
| Determines how often the agent will search for new paths (in seconds). More... | |
| RVODestinationCrowdedBehavior | rvoDensityBehavior = new RVODestinationCrowdedBehavior(true, 0.5f, false) |
| Controls if the agent slows down to a stop if the area around the destination is crowded. More... | |
| bool | updatePosition = true |
| Determines if the character's position should be coupled to the Transform's position. More... | |
| bool | updateRotation = true |
| Determines if the character's rotation should be coupled to the Transform's rotation. More... | |
| CloseToDestinationMode | whenCloseToDestination = CloseToDestinationMode.Stop |
| What to do when within endReachedDistance units from the destination. More... | |
Additional Inherited Members | |
Public Member Functions inherited from AIPath | |
| Vector3 | CalculateVelocity (Vector3 position) |
| Current desired velocity of the agent (excluding physics and local avoidance but it includes gravity). More... | |
| virtual void | OnTargetReached () |
| The end of the path has been reached. More... | |
| override void | Teleport (Vector3 newPosition, bool clearPath=true) |
| Instantly move the agent to a new position. More... | |
Public Member Functions inherited from AIBase | |
| AIBase () | |
| virtual void | DrawGizmos () |
| virtual void | FinalizeMovement (Vector3 nextPosition, Quaternion nextRotation) |
| Moves the agent to a position. More... | |
| virtual void | FindComponents () |
| Looks for any attached components like RVOController and CharacterController etc. More... | |
| virtual Vector3 | GetFeetPosition () |
| Position of the base of the character. More... | |
| virtual void | Move (Vector3 deltaPosition) |
| Move the agent. More... | |
| void | MovementUpdate (float deltaTime, out Vector3 nextPosition, out Quaternion nextRotation) |
| Calculate how the character wants to move during this frame. More... | |
| virtual void | SearchPath () |
| Recalculate the current path. More... | |
| void | SetPath (Path path) |
| Make the AI follow the specified path. More... | |
| Quaternion | SimulateRotationTowards (Vector3 direction, float maxDegrees) |
| Simulates rotating the agent towards the specified direction and returns the new rotation. More... | |
Public Member Functions inherited from IAstarAI | |
| void | FinalizeMovement (Vector3 nextPosition, Quaternion nextRotation) |
| Move the agent. More... | |
| void | Move (Vector3 deltaPosition) |
| Move the agent. More... | |
| void | MovementUpdate (float deltaTime, out Vector3 nextPosition, out Quaternion nextRotation) |
| Calculate how the character wants to move during this frame. More... | |
| void | SearchPath () |
| Recalculate the current path. More... | |
| void | SetPath (Path path) |
| Make the AI follow the specified path. More... | |
Static Public Attributes inherited from AIBase | |
| static readonly Color | ShapeGizmoColor = new Color(240/255f, 213/255f, 30/255f) |
Protected Member Functions inherited from AIPath | |
| virtual void | CalculateNextRotation (float slowdown, out Quaternion nextRotation) |
| override Vector3 | ClampToNavmesh (Vector3 position, out bool positionChanged) |
| Constrains the character's position to lie on the navmesh. More... | |
| override void | ClearPath () |
| Clears the current path of the agent. More... | |
| override void | MovementUpdateInternal (float deltaTime, out Vector3 nextPosition, out Quaternion nextRotation) |
| Called during either Update or FixedUpdate depending on if rigidbodies are used for movement or not. More... | |
| override void | OnDisable () |
| override void | OnPathComplete (Path newPath) |
| Called when a requested path has been calculated. More... | |
| override int | OnUpgradeSerializedData (int version, bool unityThread) |
| Handle serialization backwards compatibility. More... | |
Protected Member Functions inherited from AIBase | |
| void | ApplyGravity (float deltaTime) |
| Accelerates the agent downwards. More... | |
| Vector2 | CalculateDeltaToMoveThisFrame (Vector2 position, float distanceToEndOfPath, float deltaTime) |
| Calculates how far to move during a single frame. More... | |
| virtual void | CalculatePathRequestEndpoints (out Vector3 start, out Vector3 end) |
| Outputs the start point and end point of the next automatic path request. More... | |
| void | CancelCurrentPathRequest () |
| virtual void | OnDrawGizmosSelected () |
| virtual void | OnEnable () |
| Called when the component is enabled. More... | |
| virtual void | OnUpdate (float dt) |
| Called every frame. More... | |
| Vector3 | RaycastPosition (Vector3 position, float lastElevation) |
| Checks if the character is grounded and prevents ground penetration. More... | |
| override void | Reset () |
| Handle serialization backwards compatibility. More... | |
| Quaternion | SimulateRotationTowards (Vector2 direction, float maxDegrees) |
| Simulates rotating the agent towards the specified direction and returns the new rotation. More... | |
| virtual void | Start () |
| Starts searching for paths. More... | |
| void | UpdateVelocity () |
Protected Member Functions inherited from VersionedMonoBehaviour | |
| virtual void | Awake () |
Protected Attributes inherited from AIPath | |
| PathInterpolator | interpolator = new PathInterpolator() |
| Helper which calculates points along the current path. More... | |
| Path | path |
| Current path which is followed. More... | |
Protected Attributes inherited from AIBase | |
| CharacterController | controller |
| Cached CharacterController component. More... | |
| Vector2 | lastDeltaPosition |
| Amount which the character wants or tried to move with during the last frame. More... | |
| float | lastDeltaTime |
| Delta time used for movement during the last frame. More... | |
| float | lastRepath = float.NegativeInfinity |
| Time when the last path request was started. More... | |
| int | prevFrame |
| Last frame index when prevPosition1 was updated. More... | |
| Vector3 | prevPosition1 |
| Position of the character at the end of the last frame. More... | |
| Vector3 | prevPosition2 |
| Position of the character at the end of the frame before the last frame. More... | |
| Rigidbody | rigid |
| Cached Rigidbody component. More... | |
| Rigidbody2D | rigid2D |
| Cached Rigidbody component. More... | |
| RVOController | rvoController |
| Cached RVOController component. More... | |
| Seeker | seeker |
| Cached Seeker component. More... | |
| Vector3 | simulatedPosition |
| Position of the agent. More... | |
| Quaternion | simulatedRotation |
| Rotation of the agent. More... | |
| Transform | tr |
| Cached Transform component. More... | |
| Vector2 | velocity2D |
| Current desired velocity of the agent (does not include local avoidance and physics). More... | |
| float | verticalVelocity |
| Velocity due to gravity. More... | |
| bool | waitingForPathCalculation = false |
| Only when the previous path has been calculated should the script consider searching for a new path. More... | |
Properties inherited from AIPath | |
| bool IAstarAI. | canMove [get, set] |
| Enables or disables movement completely. More... | |
| bool IAstarAI. | canSearch [get, set] |
| Enables or disables recalculating the path at regular intervals. More... | |
| bool | hasPath [get] |
| True if this agent currently has a path that it follows. More... | |
| float IAstarAI. | height [get, set] |
| Radius of the agent in world units. More... | |
| float IAstarAI. | maxSpeed [get, set] |
| Max speed in world units per second. More... | |
| bool | pathPending [get] |
| True if a path is currently being calculated. More... | |
| float IAstarAI. | radius [get, set] |
| Height of the agent in world units. More... | |
| override bool | reachedDestination [get] |
| True if the ai has reached the destination. More... | |
| bool | reachedEndOfPath [get, protected set] |
| True if the agent has reached the end of the current path. More... | |
| float | remainingDistance [get] |
| Remaining distance along the current path to the end of the path. More... | |
| float | speed [get, set] |
| Maximum speed in world units per second. More... | |
| Vector3 | steeringTarget [get] |
| Point on the path which the agent is currently moving towards. More... | |
| Vector3 | targetDirection [get] |
| Direction that the agent wants to move in (excluding physics and local avoidance). More... | |
| bool | TargetReached [get] |
| True if the end of the path has been reached. More... | |
| float | turningSpeed [get, set] |
| Rotation speed. More... | |
Properties inherited from AIBase | |
| float | centerOffset [get, set] |
| Offset along the Y coordinate for the ground raycast start position. More... | |
| Vector3 | desiredVelocity [get] |
| Velocity that this agent wants to move with. More... | |
| Vector3 | desiredVelocityWithoutLocalAvoidance [get, set] |
| Velocity that this agent wants to move with before taking local avoidance into account. More... | |
| Vector3 | destination [get, set] |
| Position in the world that this agent should move to. More... | |
| bool | isStopped [get, set] |
| Gets or sets if the agent should stop moving. More... | |
| System.Action | onSearchPath [get, set] |
| Called when the agent recalculates its path. More... | |
| Vector3 | position [get] |
| Position of the agent. More... | |
| abstract bool | reachedDestination [get] |
| True if the ai has reached the destination. More... | |
| Quaternion | rotation [get] |
| Rotation of the agent. More... | |
| bool | rotationIn2D [get, set] |
| If true, the forward axis of the character will be along the Y axis instead of the Z axis. More... | |
| virtual bool | shouldRecalculatePath [get] |
| True if the path should be automatically recalculated as soon as possible. More... | |
| Transform | target [get, set] |
| Target to move towards. More... | |
| bool | usingGravity [get, set] |
| Indicates if gravity is used during this frame. More... | |
| Vector3 | velocity [get] |
| Actual velocity that the agent is moving with. More... | |
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] |
Properties inherited from IAstarAI | |
| bool | canMove [get, set] |
| Enables or disables movement completely. More... | |
| bool | canSearch [get, set] |
| Enables or disables recalculating the path at regular intervals. More... | |
| Vector3 | desiredVelocity [get] |
| Velocity that this agent wants to move with. More... | |
| Vector3 | desiredVelocityWithoutLocalAvoidance [get, set] |
| Velocity that this agent wants to move with before taking local avoidance into account. More... | |
| Vector3 | destination [get, set] |
| Position in the world that this agent should move to. More... | |
| bool | hasPath [get] |
| True if this agent currently has a path that it follows. More... | |
| float | height [get, set] |
| Radius of the agent in world units. More... | |
| bool | isStopped [get, set] |
| Gets or sets if the agent should stop moving. More... | |
| float | maxSpeed [get, set] |
| Max speed in world units per second. More... | |
| System.Action | onSearchPath [get, set] |
| Called when the agent recalculates its path. More... | |
| bool | pathPending [get] |
| True if a path is currently being calculated. More... | |
| Vector3 | position [get] |
| Position of the agent. More... | |
| float | radius [get, set] |
| Height of the agent in world units. More... | |
| bool | reachedDestination [get] |
| True if the ai has reached the destination. More... | |
| bool | reachedEndOfPath [get] |
| True if the agent has reached the end of the current path. More... | |
| float | remainingDistance [get] |
| Remaining distance along the current path to the end of the path. More... | |
| Quaternion | rotation [get] |
| Rotation of the agent. More... | |
| Vector3 | steeringTarget [get] |
| Point on the path which the agent is currently moving towards. More... | |
| Vector3 | velocity [get] |
| Actual velocity that the agent is moving with. More... | |
| Animation anim |
Animation component.
Should hold animations "awake" and "forward"
| float animationSpeed = 0.2F |
Speed relative to velocity with which to play animations.
| GameObject endOfPathEffect |
Effect which will be instantiated when end of path is reached.
| float sleepVelocity = 0.4F |
Minimum velocity for moving.