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Game.ComponentPathfinding
类 Game.ComponentPathfinding 继承关系图:
Game.ComponentPathfinding 的协作图:

Public 成员函数

virtual void SetDestination (Vector3? destination, float speed, float range, int maxPathfindingPositions, bool useRandomMovements, bool ignoreHeightDifference, bool raycastDestination, ComponentBody doNotAvoidBody)
 
virtual void Stop ()
 
void Update (float dt)
 
override void Load (ValuesDictionary valuesDictionary, IdToEntityMap idToEntityMap)
 
- Public 成员函数 继承自 Game.IUpdateable

Public 属性

SubsystemTime m_subsystemTime
 
SubsystemPathfinding m_subsystemPathfinding
 
ComponentCreature m_componentCreature
 
ComponentPilot m_componentPilot
 
StateMachine m_stateMachine = new()
 
Random m_random = new()
 
Vector3m_lastPathfindingDestination
 
double? m_lastPathfindingTime
 
float m_pathfindingCongestion
 
PathfindingResult m_pathfindingResult = new()
 
double m_nextUpdateTime
 
int m_randomMoveCount
 
bool m_destinationChanged
 

静态 Public 属性

const float m_minPathfindingPeriod = 6f
 
const float m_pathfindingCongestionCapacity = 500f
 
const float m_pathfindingCongestionCapacityLimit = 1000f
 
const float m_pathfindingCongestionDecayRate = 20f
 
static bool DrawPathfinding
 

属性

Vector3Destination [get, set]
 
float Range [get, set]
 
float Speed [get, set]
 
int MaxPathfindingPositions [get, set]
 
bool UseRandomMovements [get, set]
 
bool IgnoreHeightDifference [get, set]
 
bool RaycastDestination [get, set]
 
ComponentBody DoNotAvoidBody [get, set]
 
bool IsStuck [get, set]
 
UpdateOrder UpdateOrder [get]
 
- 属性 继承自 Game.IUpdateable
float FloatUpdateOrder [get]
 

成员函数说明

◆ Load()

override void Game.ComponentPathfinding.Load ( ValuesDictionary valuesDictionary,
IdToEntityMap idToEntityMap )
函数调用图:

◆ SetDestination()

virtual void Game.ComponentPathfinding.SetDestination ( Vector3? destination,
float speed,
float range,
int maxPathfindingPositions,
bool useRandomMovements,
bool ignoreHeightDifference,
bool raycastDestination,
ComponentBody doNotAvoidBody )
virtual
这是这个函数的调用关系图:

◆ Stop()

virtual void Game.ComponentPathfinding.Stop ( )
virtual
函数调用图:
这是这个函数的调用关系图:

◆ Update()

void Game.ComponentPathfinding.Update ( float dt)

实现了 Game.IUpdateable.

函数调用图:

类成员变量说明

◆ DrawPathfinding

bool Game.ComponentPathfinding.DrawPathfinding
static

◆ m_componentCreature

ComponentCreature Game.ComponentPathfinding.m_componentCreature

◆ m_componentPilot

ComponentPilot Game.ComponentPathfinding.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
static

◆ m_nextUpdateTime

double Game.ComponentPathfinding.m_nextUpdateTime

◆ m_pathfindingCongestion

float Game.ComponentPathfinding.m_pathfindingCongestion

◆ m_pathfindingCongestionCapacity

const float Game.ComponentPathfinding.m_pathfindingCongestionCapacity = 500f
static

◆ m_pathfindingCongestionCapacityLimit

const float Game.ComponentPathfinding.m_pathfindingCongestionCapacityLimit = 1000f
static

◆ m_pathfindingCongestionDecayRate

const float Game.ComponentPathfinding.m_pathfindingCongestionDecayRate = 20f
static

◆ m_pathfindingResult

PathfindingResult Game.ComponentPathfinding.m_pathfindingResult = new()

◆ 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

SubsystemPathfinding Game.ComponentPathfinding.m_subsystemPathfinding

◆ m_subsystemTime

SubsystemTime Game.ComponentPathfinding.m_subsystemTime

属性说明

◆ Destination

Vector3? Game.ComponentPathfinding.Destination
getset

◆ DoNotAvoidBody

ComponentBody Game.ComponentPathfinding.DoNotAvoidBody
getset

◆ IgnoreHeightDifference

bool Game.ComponentPathfinding.IgnoreHeightDifference
getset

◆ IsStuck

bool Game.ComponentPathfinding.IsStuck
getset

◆ MaxPathfindingPositions

int Game.ComponentPathfinding.MaxPathfindingPositions
getset

◆ Range

float Game.ComponentPathfinding.Range
getset

◆ RaycastDestination

bool Game.ComponentPathfinding.RaycastDestination
getset

◆ Speed

float Game.ComponentPathfinding.Speed
getset

◆ UpdateOrder

UpdateOrder Game.ComponentPathfinding.UpdateOrder
get

实现了 Game.IUpdateable.

◆ UseRandomMovements

bool Game.ComponentPathfinding.UseRandomMovements
getset

该类的文档由以下文件生成: