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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| override void | DrawGizmos () |
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| override void | SearchPath () |
| | Recalculate the current path. More...
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| override void | Teleport (Vector3 newPosition, bool clearPath=true) |
| | Instantly move the agent to a new position. More...
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| void | UpdatePath () |
| | Force recalculation of the current path. More...
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| | AIBase () |
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| virtual void | FinalizeMovement (Vector3 nextPosition, Quaternion nextRotation) |
| | Moves the agent to a position. More...
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| virtual void | FindComponents () |
| | Looks for any attached components like RVOController and CharacterController etc. More...
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| virtual Vector3 | GetFeetPosition () |
| | Position of the base of the character. More...
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| virtual void | Move (Vector3 deltaPosition) |
| | Move the agent. More...
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| void | MovementUpdate (float deltaTime, out Vector3 nextPosition, out Quaternion nextRotation) |
| | Calculate how the character wants to move during this frame. More...
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| void | SetPath (Path path) |
| | Make the AI follow the specified path. More...
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| Quaternion | SimulateRotationTowards (Vector3 direction, float maxDegrees) |
| | Simulates rotating the agent towards the specified direction and returns the new rotation. More...
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| void | FinalizeMovement (Vector3 nextPosition, Quaternion nextRotation) |
| | Move the agent. More...
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| void | Move (Vector3 deltaPosition) |
| | Move the agent. More...
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| void | MovementUpdate (float deltaTime, out Vector3 nextPosition, out Quaternion nextRotation) |
| | Calculate how the character wants to move during this frame. More...
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| void | SetPath (Path path) |
| | Make the AI follow the specified path. More...
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| static readonly Color | ShapeGizmoColor = new Color(240/255f, 213/255f, 30/255f) |
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| bool | delayUpdatePath |
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| float | distanceToSteeringTarget = float.PositiveInfinity |
| | Distance to steeringTarget in the movement plane. More...
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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. More...
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| readonly List< Vector3 > | wallBuffer = new List<Vector3>() |
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| CharacterController | controller |
| | Cached CharacterController component. More...
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| Vector2 | lastDeltaPosition |
| | Amount which the character wants or tried to move with during the last frame. More...
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| float | lastDeltaTime |
| | Delta time used for movement during the last frame. More...
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| float | lastRepath = float.NegativeInfinity |
| | Time when the last path request was started. More...
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| int | prevFrame |
| | Last frame index when prevPosition1 was updated. More...
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| Vector3 | prevPosition1 |
| | Position of the character at the end of the last frame. More...
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| Vector3 | prevPosition2 |
| | Position of the character at the end of the frame before the last frame. More...
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| Rigidbody | rigid |
| | Cached Rigidbody component. More...
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| Rigidbody2D | rigid2D |
| | Cached Rigidbody component. More...
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| RVOController | rvoController |
| | Cached RVOController component. More...
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| Seeker | seeker |
| | Cached Seeker component. More...
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| Vector3 | simulatedPosition |
| | Position of the agent. More...
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| Quaternion | simulatedRotation |
| | Rotation of the agent. More...
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| Transform | tr |
| | Cached Transform component. More...
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| Vector2 | velocity2D |
| | Current desired velocity of the agent (does not include local avoidance and physics). More...
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| float | verticalVelocity |
| | Velocity due to gravity. More...
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| bool | waitingForPathCalculation = false |
| | Only when the previous path has been calculated should the script consider searching for a new path. More...
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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. More...
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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. More...
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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. More...
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| bool IAstarAI. | canMove [get, set] |
| | Enables or disables movement completely. More...
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| bool IAstarAI. | canSearch [get, set] |
| | Enables or disables recalculating the path at regular intervals. More...
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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. More...
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| float IAstarAI. | height [get, set] |
| | Radius of the agent in world units. More...
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| float IAstarAI. | maxSpeed [get, set] |
| | Max speed in world units per second. More...
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| Vector3 | NextWaypoint [get] |
| | Waypoint that the agent is moving towards. More...
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| bool | PathPending [get] |
| | True if a path to the target is currently being calculated. More...
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| bool | pathPending [get] |
| | True if a path is currently being calculated. More...
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| float IAstarAI. | radius [get, set] |
| | Height of the agent in world units. More...
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| override bool | reachedDestination [get] |
| | True if the ai has reached the destination. More...
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| bool | reachedEndOfPath [get] |
| | True if the agent has reached the end of the current path. More...
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| float | remainingDistance [get] |
| | Remaining distance along the current path to the end of the path. More...
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| bool | repeatedlySearchPaths [get, set] |
| | Search for new paths repeatedly. More...
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| override bool | shouldRecalculatePath [get] |
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| Vector3 | steeringTarget [get, protected set] |
| | Point on the path which the agent is currently moving towards. More...
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| Vector3 | TargetPoint [get] |
| | Current waypoint that the agent is moving towards. More...
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| bool | TargetReached [get] |
| | True if the end of the path has been reached. More...
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| bool | traversingOffMeshLink [get, protected set] |
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| bool | TraversingSpecial [get] |
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| Vector3 | Velocity [get] |
| | Current velocity of the agent. More...
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| float | centerOffset [get, set] |
| | Offset along the Y coordinate for the ground raycast start position. More...
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| Vector3 | desiredVelocity [get] |
| | Velocity that this agent wants to move with. More...
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| Vector3 | desiredVelocityWithoutLocalAvoidance [get, set] |
| | Velocity that this agent wants to move with before taking local avoidance into account. More...
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| Vector3 | destination [get, set] |
| | Position in the world that this agent should move to. More...
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| bool | isStopped [get, set] |
| | Gets or sets if the agent should stop moving. More...
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| System.Action | onSearchPath [get, set] |
| | Called when the agent recalculates its path. More...
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| Vector3 | position [get] |
| | Position of the agent. More...
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| abstract bool | reachedDestination [get] |
| | True if the ai has reached the destination. More...
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| Quaternion | rotation [get] |
| | Rotation of the agent. More...
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| bool | rotationIn2D [get, set] |
| | If true, the forward axis of the character will be along the Y axis instead of the Z axis. More...
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| virtual bool | shouldRecalculatePath [get] |
| | True if the path should be automatically recalculated as soon as possible. More...
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| Transform | target [get, set] |
| | Target to move towards. More...
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| bool | usingGravity [get, set] |
| | Indicates if gravity is used during this frame. More...
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| Vector3 | velocity [get] |
| | Actual velocity that the agent is moving with. More...
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| int Util.IEntityIndex. | EntityIndex [get, set] |
| | Internal entity index used by #BurstBatchHelper. More...
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| int | EntityIndex [get, set] |
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| bool | canMove [get, set] |
| | Enables or disables movement completely. More...
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| bool | canSearch [get, set] |
| | Enables or disables recalculating the path at regular intervals. More...
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| Vector3 | desiredVelocity [get] |
| | Velocity that this agent wants to move with. More...
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| Vector3 | desiredVelocityWithoutLocalAvoidance [get, set] |
| | Velocity that this agent wants to move with before taking local avoidance into account. More...
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| Vector3 | destination [get, set] |
| | Position in the world that this agent should move to. More...
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| bool | hasPath [get] |
| | True if this agent currently has a path that it follows. More...
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| float | height [get, set] |
| | Radius of the agent in world units. More...
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| bool | isStopped [get, set] |
| | Gets or sets if the agent should stop moving. More...
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| float | maxSpeed [get, set] |
| | Max speed in world units per second. More...
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| System.Action | onSearchPath [get, set] |
| | Called when the agent recalculates its path. More...
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| bool | pathPending [get] |
| | True if a path is currently being calculated. More...
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| Vector3 | position [get] |
| | Position of the agent. More...
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| float | radius [get, set] |
| | Height of the agent in world units. More...
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| bool | reachedDestination [get] |
| | True if the ai has reached the destination. More...
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| bool | reachedEndOfPath [get] |
| | True if the agent has reached the end of the current path. More...
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| float | remainingDistance [get] |
| | Remaining distance along the current path to the end of the path. More...
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| Quaternion | rotation [get] |
| | Rotation of the agent. More...
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| Vector3 | steeringTarget [get] |
| | Point on the path which the agent is currently moving towards. More...
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| Vector3 | velocity [get] |
| | Actual velocity that the agent is moving with. More...
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