◆ Dispose()
◆ Move()
void Move |
( |
int |
fromIndex, |
|
|
int |
toIndex |
|
) |
| |
◆ Realloc()
void Realloc |
( |
int |
size, |
|
|
Allocator |
allocator |
|
) |
| |
◆ SetTarget()
void SetTarget |
( |
int |
agentIndex, |
|
|
float2 |
targetPoint, |
|
|
float |
desiredSpeed, |
|
|
float |
maxSpeed |
|
) |
| |
◆ agentTimeHorizon
NativeArray<float> agentTimeHorizon |
◆ collidesWith
◆ collisionNormal
NativeArray<float2> collisionNormal |
◆ debugDraw
NativeArray<bool> debugDraw |
◆ desiredSpeed
NativeArray<float> desiredSpeed |
◆ elevationCoordinate
NativeArray<float> elevationCoordinate |
◆ flowFollowingStrength
NativeArray<float> flowFollowingStrength |
◆ height
NativeArray<float> height |
◆ layer
◆ locked
◆ manuallyControlled
NativeArray<bool> manuallyControlled |
◆ maxNeighbours
NativeArray<int> maxNeighbours |
◆ maxSpeed
NativeArray<float> maxSpeed |
◆ obstacleTimeHorizon
NativeArray<float> obstacleTimeHorizon |
◆ position
NativeArray<float2> position |
◆ priority
NativeArray<float> priority |
◆ radius
NativeArray<float> radius |
◆ targetPoint
NativeArray<float2> targetPoint |
The documentation for this struct was generated from the following file: