◆ SteeringPath()
Barotrauma.SteeringPath.SteeringPath |
( |
bool | unreachable = false | ) |
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◆ AddNode()
void Barotrauma.SteeringPath.AddNode |
( |
WayPoint | node | ) |
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◆ CheckProgress()
WayPoint Barotrauma.SteeringPath.CheckProgress |
( |
Vector2 | simPosition, |
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float | minSimDistance = 0::1f ) |
◆ ClearPath()
void Barotrauma.SteeringPath.ClearPath |
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| ) |
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◆ GetLength()
float Barotrauma.SteeringPath.GetLength |
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int? | startIndex = null, |
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int? | endIndex = null ) |
◆ SkipToNextNode()
void Barotrauma.SteeringPath.SkipToNextNode |
( |
| ) |
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◆ SkipToNode()
void Barotrauma.SteeringPath.SkipToNode |
( |
int | nodeIndex | ) |
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◆ Cost
float Barotrauma.SteeringPath.Cost |
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getset |
◆ CurrentIndex
int Barotrauma.SteeringPath.CurrentIndex |
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get |
◆ CurrentNode
WayPoint Barotrauma.SteeringPath.CurrentNode |
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get |
◆ Finished
bool Barotrauma.SteeringPath.Finished |
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get |
◆ HasOutdoorsNodes
bool Barotrauma.SteeringPath.HasOutdoorsNodes |
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get |
◆ IsAtEndNode
bool Barotrauma.SteeringPath.IsAtEndNode |
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get |
◆ NextNode
WayPoint Barotrauma.SteeringPath.NextNode |
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get |
◆ Nodes
List<WayPoint> Barotrauma.SteeringPath.Nodes |
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get |
◆ PrevNode
WayPoint Barotrauma.SteeringPath.PrevNode |
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get |
◆ TotalLength
float Barotrauma.SteeringPath.TotalLength |
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get |
◆ Unreachable
bool Barotrauma.SteeringPath.Unreachable |
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getset |
The documentation for this class was generated from the following file:
- /home/runner/work/Luatrauma.Docs/Luatrauma.Docs/libs/LuaCsForBarotrauma/Barotrauma/BarotraumaShared/SharedSource/Characters/AI/SteeringPath.cs