|
My Project v1
Project
|


类 | |
| class | Request |
| class | Storage |
| class | World |
Public 成员函数 | |
| 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) |
静态 Public 成员函数 | |
| static bool | SmoothingRaycastFunction_Obstacle (int value, float distance) |
| static bool | SmoothingRaycastFunction_Support (int value, float distance) |
Public 属性 | |
| SubsystemTerrain | m_subsystemTerrain |
| Queue< Request > | m_requests = new() |
| AStar< Vector3 > | m_astar = new() |
| override void Game.SubsystemPathfinding.Dispose | ( | ) |


| override void Game.SubsystemPathfinding.Load | ( | ValuesDictionary | valuesDictionary | ) |

| void Game.SubsystemPathfinding.ProcessRequest | ( | Request | request | ) |


| void Game.SubsystemPathfinding.QueuePathSearch | ( | Vector3 | start, |
| Vector3 | end, | ||
| float | minDistance, | ||
| Vector3 | boxSize, | ||
| bool | ignoreDoors, | ||
| int | maxPositionsToCheck, | ||
| PathfindingResult | result ) |

|
static |


|
static |




| void Game.SubsystemPathfinding.ThreadFunction | ( | ) |


| Queue<Request> Game.SubsystemPathfinding.m_requests = new() |
| SubsystemTerrain Game.SubsystemPathfinding.m_subsystemTerrain |