Adventure Creator
1.79.1
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2022
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Public Member Functions | |
override void | OnReset (NavigationMesh navMesh) |
Called when the scene begins or is reset. More... | |
override void | TurnOn (NavigationMesh navMesh) |
Enables the NavMesh so that it can be used in pathfinding. More... | |
override Vector3[] | GetPointsArray (Vector3 _originPos, Vector3 _targetPos, AC.Char _char=null) |
Calculates a path between two points. More... | |
override void | ResetHoles (NavigationMesh navMesh) |
override Vector3 | GetPointNear (Vector3 point, float minDistance, float maxDistance) |
Finds a random position surrounding a given point on a NavMesh. More... | |
override string | GetPrefabName () |
Gets the name of a "helper" prefab to list in the Scene Manager. More... | |
override void | SceneSettingsGUI () |
override NavigationMesh | NavigationMeshGUI (NavigationMesh _target) |
override void | DrawGizmos (GameObject navMeshOb) |
Draws gizmos in the Scene/Game window. More... | |
Public Member Functions inherited from AC.NavigationEngine | |
Vector3[] | GetPointsArray (Vector3 startPosition, Vector3[] targetPositions, AC.Char _char=null) |
Calculates a path between multiple points. More... | |
Static Public Attributes | |
static Collider2D[] | results = new Collider2D[1] |
Protected Member Functions | |
void | ResetHoles (NavigationMesh navMesh, bool rebuild) |
int[] | buildSpanningTree (int source, int destination, float[,] weight) |
int[] | getShortestPath (int source, int destination, int[] precede) |
float[,] | pointsToWeight (Vector2[] points, bool useCache=false, int polyIndex=0) |
Vector2 | GetNearestToMesh (Vector2 vertex, PolygonCollider2D poly, bool hasMultiple) |
Vector2 | GetNearestOffMesh (Vector2 vertex, PolygonCollider2D poly) |
Vector2[] | AddEndsToList (Vector2[] points, Vector2 originPos, Vector2 targetPos, bool checkForDuplicates=true) |
bool | IsLineClear (Vector2 startPos, Vector2 endPos) |
Vector2 | GetLineIntersect (Vector2 startPos, Vector2 endPos) |
void | AddCharHoles (PolygonCollider2D[] navPolys, AC.Char charToExclude, NavigationMesh navigationMesh) |
void | RebuildVertexArray (Transform navMeshTransform, PolygonCollider2D poly, int polyIndex) |
void | CalcSearchRadius (NavigationMesh navMesh) |
void | CreateCache (int i) |
Protected Attributes | |
int | MAXNODES = 1000 |
List< float[,]> | allCachedGraphs = new List<float[,]>() |
float | searchRadius = 0.02f |
float | searchStep |
Vector2 | dir_n = new Vector2 (0f, 1f) |
Vector2 | dir_s = new Vector2 (0f, -1f) |
Vector2 | dir_w = new Vector2 (-1f, 0f) |
Vector2 | dir_e = new Vector2 (1f, 0f) |
Vector2 | dir_ne = new Vector2 (0.71f, 0.71f) |
Vector2 | dir_se = new Vector2 (0.71f, -0.71f) |
Vector2 | dir_sw = new Vector2 (-0.71f, -0.71f) |
Vector2 | dir_nw = new Vector2 (-0.71f, 0.71f) |
Vector2 | dir_nne = new Vector2 (0.37f, 0.93f) |
Vector2 | dir_nee = new Vector2 (0.93f, 0.37f) |
Vector2 | dir_see = new Vector2 (0.93f, -0.37f) |
Vector2 | dir_sse = new Vector2 (0.37f, -0.93f) |
Vector2 | dir_ssw = new Vector2 (-0.37f, -0.93f) |
Vector2 | dir_sww = new Vector2 (-0.93f, -0.37f) |
Vector2 | dir_nww = new Vector2 (-0.93f, 0.37f) |
Vector2 | dir_nnw = new Vector2 (-0.37f, 0.93f) |
List< Vector2[]> | allVertexData = new List<Vector2[]>() |
Protected Attributes inherited from AC.NavigationEngine | |
Vector2[] | vertexData |
Properties | |
override bool | RequiresNavMeshGameObject [get] |
Properties inherited from AC.NavigationEngine | |
virtual bool | RequiresNavMeshGameObject [get] |
Additional Inherited Members | |
Public Attributes inherited from AC.NavigationEngine | |
bool | is2D = false |
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virtual |
Draws gizmos in the Scene/Game window.
navMeshOb | The NavigationMesh gameobject to draw gizmos for |
Reimplemented from AC.NavigationEngine.
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virtual |
Finds a random position surrounding a given point on a NavMesh.
point | The given point on the NavMesh |
minDistance | The minimum distance between the given point and the random point |
maxDistance | The maximum distance between the given point and the random point |
Reimplemented from AC.NavigationEngine.
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virtual |
Calculates a path between two points.
startPosition | The start position |
targetPosition | The intended end position |
_char | The character (see Char) who this path is for (only used in PolygonCollider pathfinding) |
Reimplemented from AC.NavigationEngine.
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virtual |
Gets the name of a "helper" prefab to list in the Scene Manager.
Reimplemented from AC.NavigationEngine.
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virtual |
Provides a space for any custom Editor GUI code that should be displayed in the NavigationMesh inspector.
Reimplemented from AC.NavigationEngine.
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virtual |
Called when the scene begins or is reset.
navMesh | The NavigationMesh that is active in the scene. |
Reimplemented from AC.NavigationEngine.
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virtual |
Integrates all PolygonCollider2D objects in the polygonColliderHoles List into the base PolygonCollider2D shape. This is called automatically by AddHole() and RemoveHole() once the List has been amended
Reimplemented from AC.NavigationEngine.
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virtual |
Provides a space for any custom Editor GUI code that should be displayed in SceneManager.
Reimplemented from AC.NavigationEngine.
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virtual |
Enables the NavMesh so that it can be used in pathfinding.
navMeshOb | The NavigationMesh gameobject to enable |
Reimplemented from AC.NavigationEngine.