Adventure Creator 1.84.3
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2024
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AC.NavigationEngine_UnityNavigation Class Reference
Inheritance diagram for AC.NavigationEngine_UnityNavigation:
AC.NavigationEngine

Public Member Functions

override void SceneSettingsGUI ()
override void TurnOn (NavigationMesh navMesh)
 Enables the NavMesh so that it can be used in pathfinding.
override Vector3[] GetPointsArray (Vector3 startPosition, Vector3 targetPosition, AC.Char _char=null)
 Calculates a path between two points.
override Vector3 GetPointNear (Vector3 point, float minDistance, float maxDistance)
 Finds a random position surrounding a given point on a NavMesh.
Public Member Functions inherited from AC.NavigationEngine
virtual void OnReset (NavigationMesh navMesh)
 Called when the scene begins or is reset.
Vector3[] GetPointsArray (Vector3 startPosition, Vector3[] targetPositions, AC.Char _char=null)
 Calculates a path between multiple points.
virtual string GetPrefabName ()
 Gets the name of a "helper" prefab to list in the Scene Manager.
virtual void ResetHoles (NavigationMesh navMesh)
virtual NavigationMesh NavigationMeshGUI (NavigationMesh _target)
virtual void DrawGizmos (GameObject navMeshOb)
 Draws gizmos in the Scene/Game window.

Additional Inherited Members

Public Attributes inherited from AC.NavigationEngine
bool is2D = false
Protected Attributes inherited from AC.NavigationEngine
Vector2[] vertexData
Properties inherited from AC.NavigationEngine
virtual bool RequiresNavMeshGameObject [get]

Member Function Documentation

◆ GetPointNear()

override Vector3 AC.NavigationEngine_UnityNavigation.GetPointNear ( Vector3 point,
float minDistance,
float maxDistance )
virtual

Finds a random position surrounding a given point on a NavMesh.

Parameters
pointThe given point on the NavMesh
minDistanceThe minimum distance between the given point and the random point
maxDistanceThe maximum distance between the given point and the random point
Returns
A random position surrounding the given point. If a suitable point is not found, the original point will be returned.

Reimplemented from AC.NavigationEngine.

◆ GetPointsArray()

override Vector3[] AC.NavigationEngine_UnityNavigation.GetPointsArray ( Vector3 startPosition,
Vector3 targetPosition,
AC.Char _char = null )
virtual

Calculates a path between two points.

Parameters
startPositionThe start position
targetPositionThe intended end position
_charThe character (see Char) who this path is for (only used in PolygonCollider pathfinding)
Returns
The path to take, as an array of Vector3s.

Reimplemented from AC.NavigationEngine.

◆ SceneSettingsGUI()

override void AC.NavigationEngine_UnityNavigation.SceneSettingsGUI ( )
virtual

Provides a space for any custom Editor GUI code that should be displayed in SceneManager.

Reimplemented from AC.NavigationEngine.

◆ TurnOn()

override void AC.NavigationEngine_UnityNavigation.TurnOn ( NavigationMesh navMesh)
virtual

Enables the NavMesh so that it can be used in pathfinding.

Parameters
navMeshObThe NavigationMesh gameobject to enable

Reimplemented from AC.NavigationEngine.