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| virtual void | SetDestination (Vector3? destination, float speed, float range, int maxPathfindingPositions, bool useRandomMovements, bool ignoreHeightDifference, bool raycastDestination, ComponentBody doNotAvoidBody) |
| virtual void | Stop () |
| virtual void | Update (float dt) |
| override void | Load (ValuesDictionary valuesDictionary, IdToEntityMap idToEntityMap) |
| virtual IEnumerable< Entity > | GetOwnedEntities () |
| virtual void | OnEntityAdded () |
| virtual void | OnEntityRemoved () |
| virtual void | Save (ValuesDictionary valuesDictionary, EntityToIdMap entityToIdMap) |
| virtual void | Dispose () |
| virtual void | InheritFromComponent (Component baseComponent) |
| virtual void | Initialize (Entity entity, ValuesDictionary valuesDictionary) |
◆ Load()
◆ SetDestination()
| virtual void Game.ComponentPathfinding.SetDestination |
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Vector3? | destination, |
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float | speed, |
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float | range, |
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int | maxPathfindingPositions, |
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bool | useRandomMovements, |
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bool | ignoreHeightDifference, |
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bool | raycastDestination, |
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ComponentBody | doNotAvoidBody ) |
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virtual |
◆ Stop()
| virtual void Game.ComponentPathfinding.Stop |
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virtual |
◆ Update()
| virtual void Game.ComponentPathfinding.Update |
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float | dt | ) |
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virtual |
◆ DrawPathfinding
| bool Game.ComponentPathfinding.DrawPathfinding |
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static |
◆ m_componentCreature
◆ m_componentPilot
◆ m_destinationChanged
| bool Game.ComponentPathfinding.m_destinationChanged |
◆ m_lastPathfindingDestination
| Vector3? Game.ComponentPathfinding.m_lastPathfindingDestination |
◆ m_lastPathfindingTime
| double? Game.ComponentPathfinding.m_lastPathfindingTime |
◆ m_minPathfindingPeriod
| const float Game.ComponentPathfinding.m_minPathfindingPeriod = 6f |
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static |
◆ m_nextUpdateTime
| double Game.ComponentPathfinding.m_nextUpdateTime |
◆ m_pathfindingCongestion
| float Game.ComponentPathfinding.m_pathfindingCongestion |
◆ m_pathfindingCongestionCapacity
| const float Game.ComponentPathfinding.m_pathfindingCongestionCapacity = 500f |
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◆ m_pathfindingCongestionCapacityLimit
| const float Game.ComponentPathfinding.m_pathfindingCongestionCapacityLimit = 1000f |
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static |
◆ m_pathfindingCongestionDecayRate
| const float Game.ComponentPathfinding.m_pathfindingCongestionDecayRate = 20f |
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static |
◆ m_pathfindingResult
◆ m_random
| Random Game.ComponentPathfinding.m_random = new() |
◆ m_randomMoveCount
| int Game.ComponentPathfinding.m_randomMoveCount |
◆ m_stateMachine
| StateMachine Game.ComponentPathfinding.m_stateMachine = new() |
◆ m_subsystemPathfinding
◆ m_subsystemTime
◆ Destination
| Vector3? Game.ComponentPathfinding.Destination |
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getset |
◆ DoNotAvoidBody
◆ IgnoreHeightDifference
| bool Game.ComponentPathfinding.IgnoreHeightDifference |
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getset |
◆ IsStuck
| bool Game.ComponentPathfinding.IsStuck |
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getset |
◆ MaxPathfindingPositions
| int Game.ComponentPathfinding.MaxPathfindingPositions |
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getset |
◆ Range
| float Game.ComponentPathfinding.Range |
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getset |
◆ RaycastDestination
| bool Game.ComponentPathfinding.RaycastDestination |
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getset |
◆ Speed
| float Game.ComponentPathfinding.Speed |
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getset |
◆ UpdateOrder
◆ UseRandomMovements
| bool Game.ComponentPathfinding.UseRandomMovements |
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getset |
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