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NavMeshPathfinding Class

Used for pathfinding. When constructing and ingame it will use the ingame NavMesh information.
Inheritance Hierarchy
SystemObject
  EnsageNavMeshPathfinding

Namespace:  Ensage
Assembly:  Ensage (in Ensage.dll) Version: 0.0.0.1
Syntax
C#
public sealed class NavMeshPathfinding : ICloneable, 
	IDisposable

The NavMeshPathfinding type exposes the following members.

Constructors
  NameDescription
Public methodNavMeshPathfinding
Initializes a new instance of the NavMeshPathfinding class
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Properties
  NameDescription
Public propertyCellSize
Public propertyHasNavMeshData
Returns true if the current object has data about the ingame navmesh.
Public propertyHeight
Public propertyWidth
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Methods
  NameDescription
Public methodAddObstacle(Vector3, Single)
Adds an obstacle with the given position and radius and returns an ID to access this element in future.
Public methodAddObstacle(Vector3, Vector3, Single)
Adds a line obstacle with the given start, end position and radius and returns an ID to access this element in future.
Public methodAddObstacle(Vector3, Vector3, Single, Single)
Adds a line obstacle with the given start, end position and radius and returns an ID to access this element in future.
Public methodCalculateLongPath
Calculates a path which uses the ingame navmesh and every obstacle you've added before. Completed returns true if a path from start to end could be found. The maximum distance is the distance to the start, which the algorithm will travel to find a valid path. If shorten path is true, when only positions which change the movement direction will be returned, if false every single position of each cell will be returned. Note: if the start position is on an obstacle, the path will always try to leave the obstacle first, and the start generating a path from that new position
Public methodCalculatePathFromObstacle
This method should be used when your start position is already located on an obstacle. Calculates a path which uses the ingame navmesh and every obstacle you've added before. Completed returns true if a path from start to an obstacle free location could be found. The maximum distance is the distance to the start, which the algorithm will travel to find a valid path. If shorten path is true, when only positions which change the movement direction will be returned, if false every single position of each cell will be returned. Note: if the start position is on an obstacle, the path will always try to leave the obstacle first, and the start generating a path from that new position
Public methodCalculateStaticLongPath
Calculates a path which just uses the static ingame navmesh without any obstacles you may have added before. Completed returns true if a path from start to end could be found. The maximum distance is the distance to the start, which the algorithm will travel to find a valid path. If shorten path is true, when only positions which change the movement direction will be returned, if false every single position of each cell will be returned.
Public methodDeepClone
Creates a deep copy of the current object.
Public methodDispose
Releases all resources used by the NavMeshPathfinding
Public methodEquals
Determines whether the specified Object is equal to the current Object.
(Inherited from Object.)
Public methodGetCell
Public methodGetCellFlags(Vector2)
Public methodGetCellFlags(Vector3)
Public methodGetCellFlags(Single, Single)
Public methodGetCellPosition
Public methodGetHashCode
Serves as a hash function for a particular type.
(Inherited from Object.)
Public methodGetIntersectingObstacleIDs(Vector3)
Returns the IDs of all obstacles which intersect with the given position.
Public methodGetIntersectingObstacleIDs(Vector3, Single)
Returns the IDs of all obstacles which intersect with the given position and ardius.
Public methodGetType
Gets the Type of the current instance.
(Inherited from Object.)
Public methodRemoveObstacle(UInt32)
Removes the obstacle with the given ID from the list
Public methodRemoveObstacle(Vector3, Single)
Removes all obstacles with the given position and radius. It will return the count of removed elements.
Public methodSetCellFlags(Vector2, NavMeshCellFlags)
Public methodSetCellFlags(Vector3, NavMeshCellFlags)
Public methodSetCellFlags(Single, Single, NavMeshCellFlags)
Public methodToString
Returns a string that represents the current object.
(Inherited from Object.)
Public methodUpdateNavMesh
Updating the NavMeshCell data for the ingame NavMesh.
Public methodUpdateObstacle(UInt32, Vector3)
Updates the obstacle with the given ID.
Public methodUpdateObstacle(UInt32, Vector3, Vector3)
Updates the obstacle with the given ID.
Public methodUpdateObstacle(UInt32, Vector3, Single)
Updates the obstacle with the given ID.
Public methodUpdateObstacle(UInt32, Vector3, Single, Single)
Updates the obstacle with the given ID.
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Explicit Interface Implementations
See Also