Inspired by StarCraft 2's avoidance of locked units.
More...
Inspired by StarCraft 2's avoidance of locked units.
- See also
- http://www.gdcvault.com/play/1014514/AI-Navigation-It-s-Not
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void | Execute (int startIndex, int count) |
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static void | Sort< T > (NativeSlice< T > arr, NativeSlice< float > keys) |
| Super simple bubble sort. More...
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◆ Execute()
void Execute |
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int |
startIndex, |
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int |
count |
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◆ Sort< T >()
static void Sort< T > |
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NativeSlice< T > |
arr, |
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NativeSlice< float > |
keys |
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Super simple bubble sort.
- Todo:
- This will be replaced by a better implementation from the Unity.Collections library when that is stable.
◆ agentData
◆ desiredTargetPointInVelocitySpace
NativeArray<float2> desiredTargetPointInVelocitySpace |
◆ desiredVelocity
NativeArray<float2> desiredVelocity |
◆ horizonAgentData
◆ neighbours
NativeArray<int> neighbours |
◆ allowBoundsChecks
The documentation for this struct was generated from the following file:
- /Users/arong/Unity/a-pathfinding-project/Assets/AstarPathfindingProject/Core/RVO/RVOAgentBurst.cs