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| void | QueuePathSearch (Vector3 start, Vector3 end, float minDistance, Vector3 boxSize, bool ignoreDoors, int maxPositionsToCheck, PathfindingResult result) |
| override void | Load (ValuesDictionary valuesDictionary) |
| override void | Dispose () |
| void | ThreadFunction () |
| void | ProcessRequest (Request request) |
| void | SmoothPath (DynamicArray< Vector3 > path, Vector3 boxSize) |
| bool | IsPassable (Vector3 p1, Vector3 p2, Vector3 boxSize) |
| virtual void | OnEntityAdded (Entity entity) |
| virtual void | OnEntityRemoved (Entity entity) |
| virtual void | Save (ValuesDictionary valuesDictionary) |
| virtual void | Initialize (Project project, ValuesDictionary valuesDictionary) |
◆ Dispose()
| override void Game.SubsystemPathfinding.Dispose |
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| ) |
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virtual |
◆ IsPassable()
◆ Load()
| override void Game.SubsystemPathfinding.Load |
( |
ValuesDictionary | valuesDictionary | ) |
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virtual |
◆ ProcessRequest()
| void Game.SubsystemPathfinding.ProcessRequest |
( |
Request | request | ) |
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◆ QueuePathSearch()
◆ SmoothingRaycastFunction_Obstacle()
| bool Game.SubsystemPathfinding.SmoothingRaycastFunction_Obstacle |
( |
int | value, |
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float | distance ) |
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static |
◆ SmoothingRaycastFunction_Support()
| bool Game.SubsystemPathfinding.SmoothingRaycastFunction_Support |
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int | value, |
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float | distance ) |
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static |
◆ SmoothPath()
| void Game.SubsystemPathfinding.SmoothPath |
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DynamicArray< Vector3 > | path, |
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Vector3 | boxSize ) |
◆ ThreadFunction()
| void Game.SubsystemPathfinding.ThreadFunction |
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| ) |
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◆ m_astar
| AStar<Vector3> Game.SubsystemPathfinding.m_astar = new() |
◆ m_requests
| Queue<Request> Game.SubsystemPathfinding.m_requests = new() |
◆ m_subsystemTerrain
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