Definition at line 17 of file MySmartPath.cs.
Sandbox.Game.AI.Pathfinding.MySmartPath.MySmartPath |
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MyPathfinding |
pathfinding | ) |
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inline |
void Sandbox.Game.AI.Pathfinding.MySmartPath.DebugDraw |
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inline |
bool Sandbox.Game.AI.Pathfinding.MySmartPath.GetNextTarget |
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Vector3D |
position, |
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out Vector3D |
target, |
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out float |
targetRadius, |
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out IMyEntity |
relativeEntity |
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) |
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inline |
Returns the next target along the path, provided that the agent is currently on the given position
- Parameters
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position | Current position of the agent |
target | Next target for the agent to go to |
targetRadius | Destination radius allowing some tolerance for steering |
relativeEntity | If the target is relative to an entity, the entity will be returned in this argument (currently unused). |
- Returns
- True if the next target was successfully found
Implements Sandbox.Game.AI.Pathfinding.IMyPath.
Definition at line 156 of file MySmartPath.cs.
void Sandbox.Game.AI.Pathfinding.MySmartPath.Invalidate |
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inline |
void Sandbox.Game.AI.Pathfinding.MySmartPath.Reinit |
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Vector3D |
position | ) |
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inline |
Reinitializes the path, starting from the given position. The target stays the same. The purpose of this is to try to move towards the goal again if PathCompleted returns true, but the target moved while going towards it.
- Parameters
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position | The current position from which we want the pathfinding to be performed |
Implements Sandbox.Game.AI.Pathfinding.IMyPath.
Definition at line 133 of file MySmartPath.cs.
IMyEntity Sandbox.Game.AI.Pathfinding.MySmartPath.EndEntity |
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get |
bool Sandbox.Game.AI.Pathfinding.MySmartPath.IsValid |
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get |
bool Sandbox.Game.AI.Pathfinding.MySmartPath.PathCompleted |
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get |
The documentation for this class was generated from the following file: