A* Pathfinding Project
4.1.20
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. | |
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. | |
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. | |
bool | constrainInsideGraph = false |
Ensure that the character is always on the traversable surface of the navmesh. | |
float | endReachedDistance = 0.2F |
Distance to the end point to consider the end of path to be reached. | |
float | maxAcceleration = -2.5f |
How quickly the agent accelerates. | |
float | pickNextWaypointDist = 2 |
How far the AI looks ahead along the path to determine the point it moves to. | |
float | rotationSpeed = 360 |
Rotation speed in degrees per second. | |
float | slowdownDistance = 0.6F |
Distance from the end of the path where the AI will start to slow down. | |
bool | slowWhenNotFacingTarget = true |
Slow down when not facing the target direction. | |
CloseToDestinationMode | whenCloseToDestination = CloseToDestinationMode.Stop |
What to do when within endReachedDistance units from the destination. | |
Public Attributes inherited from AIBase | |
bool | canMove = true |
Enables or disables movement completely. | |
bool | canSearch = true |
Enables or disables recalculating the path at regular intervals. | |
float | centerOffset = 1 |
Offset along the Y coordinate for the ground raycast start position. | |
bool | enableRotation = true |
If true, the AI will rotate to face the movement direction. | |
Vector3 | gravity = new Vector3(float.NaN, float.NaN, float.NaN) |
Gravity to use. | |
LayerMask | groundMask = -1 |
Layer mask to use for ground placement. | |
float | maxSpeed = 1 |
Max speed in world units per second. | |
SimpleMovementPlane | movementPlane = new SimpleMovementPlane() |
Plane which this agent is moving in. | |
OrientationMode | orientation = OrientationMode.ZAxisForward |
Determines which direction the agent moves in. | |
float | repathRate = 0.5f |
Determines how often the agent will search for new paths (in seconds). | |
bool | updatePosition = true |
Determines if the character's position should be coupled to the Transform's position. | |
bool | updateRotation = true |
Determines if the character's rotation should be coupled to the Transform's rotation. | |
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). | |
virtual void | OnTargetReached () |
The end of the path has been reached. | |
override void | Teleport (Vector3 newPosition, bool clearPath=true) |
Instantly move the agent to a new position. | |
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. | |
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. | |
override void | OnDisable () |
override void | OnPathComplete (Path newPath) |
Called when a requested path has been calculated. | |
override int | OnUpgradeSerializedData (int version, bool unityThread) |
Handle serialization backwards compatibility. | |
virtual void | UpdateMovementPlane () |
Protected Attributes inherited from AIPath | |
PathInterpolator | interpolator = new PathInterpolator() |
Helper which calculates points along the current path. | |
Path | path |
Current path which is followed. | |
Static Protected Attributes inherited from AIBase | |
static readonly Color | GizmoColorRaycast = new Color(118.0f/255, 206.0f/255, 112.0f/255) |
Properties inherited from AIPath | |
bool IAstarAI. | canMove [get, set] |
Enables or disables movement completely. | |
bool IAstarAI. | canSearch [get, set] |
Enables or disables recalculating the path at regular intervals. | |
bool | hasPath [get] |
True if this agent currently has a path that it follows. | |
float IAstarAI. | maxSpeed [get, set] |
Max speed in world units per second. | |
bool | pathPending [get] |
True if a path is currently being calculated. | |
bool | reachedEndOfPath [get, set] |
True if the agent has reached the end of the current path. | |
float | remainingDistance [get] |
Remaining distance along the current path to the end of the path. | |
float | speed [get, set] |
Maximum speed in world units per second. | |
Vector3 | steeringTarget [get] |
Point on the path which the agent is currently moving towards. | |
Vector3 | targetDirection [get] |
Direction that the agent wants to move in (excluding physics and local avoidance). | |
bool | TargetReached [get] |
True if the end of the path has been reached. | |
float | turningSpeed [get, set] |
Rotation speed. | |
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.