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My Project v1
Project
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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 | |
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 | |
| Vector3? | Destination [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] |
| override void Game.ComponentPathfinding.Load | ( | ValuesDictionary | valuesDictionary, |
| IdToEntityMap | idToEntityMap ) |

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| void Game.ComponentPathfinding.Update | ( | float | dt | ) |
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| ComponentCreature Game.ComponentPathfinding.m_componentCreature |
| ComponentPilot Game.ComponentPathfinding.m_componentPilot |
| bool Game.ComponentPathfinding.m_destinationChanged |
| Vector3? Game.ComponentPathfinding.m_lastPathfindingDestination |
| double? Game.ComponentPathfinding.m_lastPathfindingTime |
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static |
| double Game.ComponentPathfinding.m_nextUpdateTime |
| float Game.ComponentPathfinding.m_pathfindingCongestion |
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| PathfindingResult Game.ComponentPathfinding.m_pathfindingResult = new() |
| Random Game.ComponentPathfinding.m_random = new() |
| int Game.ComponentPathfinding.m_randomMoveCount |
| StateMachine Game.ComponentPathfinding.m_stateMachine = new() |
| SubsystemPathfinding Game.ComponentPathfinding.m_subsystemPathfinding |
| SubsystemTime Game.ComponentPathfinding.m_subsystemTime |
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实现了 Game.IUpdateable.
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