Add this class to a 3D character and it'll be able to navigate a navmesh (if there's one in the scene of course)
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| virtual void | InvokeOnPathProgress (int waypointIndex, int waypointsLength, float distance) |
| virtual void | SetNewDestination (Transform destinationTransform, bool shouldMoveToTarget=true) |
| | Sets a new destination the character will pathfind to.
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| virtual void | SetNewDestination (Vector3 destinationPosition, bool shouldMoveToTarget=true) |
| | Sets a new destination the character will pathfind to.
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| virtual void | StopPathfinding () |
| | Stops the character.
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| virtual void | CleanTarget () |
| override void | ProcessAbility () |
| | On Update, we draw the path if needed, determine the next waypoint, and move to it if needed.
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| virtual bool | PathExists (Vector3 startingPosition, Vector3 targetPosition) |
| | Returns true if a path exists between two points.
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| delegate void | AbilityEvent () |
| virtual string | HelpBoxText () |
| | This method is only used to display a helpbox text at the beginning of the ability's inspector.
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| virtual void | ForceInitialization () |
| | Call this any time you want to force this ability to initialize (again)
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| virtual void | ResetInput () |
| | Resets all input for this ability. Can be overridden for ability specific directives.
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| virtual void | EarlyProcessAbility () |
| | The first of the 3 passes you can have in your ability. Think of it as EarlyUpdate() if it existed.
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| virtual void | LateProcessAbility () |
| | The last of the 3 passes you can have in your ability. Think of it as LateUpdate()
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| virtual void | UpdateAnimator () |
| | Override this to send parameters to the character's animator. This is called once per cycle, by the Character class, after Early, normal and Late process().
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| virtual void | PermitAbility (bool abilityPermitted) |
| | Changes the status of the ability's permission.
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| virtual void | Flip () |
| | Override this to specify what should happen in this ability when the character flips.
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| virtual void | ResetAbility () |
| | Override this to reset this ability's parameters. It'll be automatically called when the character gets killed, in anticipation for its respawn.
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| virtual void | SetInputManager (InputManager newInputManager) |
| | Changes the reference to the input manager with the one set in parameters.
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| virtual void | PlayAbilityStartSfx () |
| | Plays the ability start sound effect.
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| virtual void | PlayAbilityUsedSfx () |
| | Plays the ability used sound effect.
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| virtual void | StopAbilityUsedSfx () |
| | Stops the ability used sound effect.
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| virtual void | PlayAbilityStopSfx () |
| | Plays the ability stop sound effect.
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| virtual void | PlayAbilityStartFeedbacks () |
| | Plays the ability start sound effect.
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| virtual void | StopStartFeedbacks () |
| | Stops the ability used sound effect.
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| virtual void | PlayAbilityStopFeedbacks () |
| | Plays the ability stop sound effect.
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| Transform | Target |
| | the target the character should pathfind to
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| bool | ShouldMoveToTarget = true |
| | if this is true, the agent will try and move to the target if one is set
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| int | AreaMask = ~0 |
| | specifies which area mask is passable by this agent
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| float | DistanceToWaypointThreshold = 1f |
| | the distance to waypoint at which the movement is considered complete
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| float | ClosestPointThreshold = 3f |
| | if the target point can't be reached, the distance threshold around that point in which to look for an alternative end point
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| float | MinimumDelayBeforePollingNavmesh = 0.1f |
| | a minimum delay (in seconds) between two navmesh requests - longer delay means better performance but less accuracy
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| PathRefreshModes | PathRefreshMode = PathRefreshModes.None |
| float | RefreshSpeedThreshold = 1f |
| | the speed under which the path should be recomputed, usually if the character blocks against an obstacle
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| float | RefreshInterval = 2f |
| | the interval at which to refresh the path, in seconds
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| bool | DebugDrawPath |
| | whether or not we should draw a debug line to show the current path of the character
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| NavMeshPath | AgentPath |
| | the current path
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| Vector3[] | Waypoints |
| | a list of waypoints the character will go through
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| bool | TargetPositionSet |
| | whether or not a TargetPosition has been set
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| Vector3 | TargetPosition |
| | the current target destination
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| int | NextWaypointIndex |
| | the index of the next waypoint
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| Vector3 | NextWaypointDirection |
| | the direction of the next waypoint
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| float | DistanceToNextWaypoint |
| | the distance to the next waypoint
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| Transform | DebugTargetTransform |
| bool | DebugSetTargetTransformAsDestinationBtn |
| Vector3 | DebugTargetPosition |
| bool | DebugSetTargetPositionAsDestinationBtn |
| bool | StopPathfindingBtn |
| bool | CleanTargetBtn |
| AudioClip | AbilityStartSfx |
| | the sound fx to play when the ability starts
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| AudioClip | AbilityInProgressSfx |
| | the sound fx to play while the ability is running
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| AudioClip | AbilityStopSfx |
| | the sound fx to play when the ability stops
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| MMFeedbacks | AbilityStartFeedbacks |
| | the feedbacks to play when the ability starts
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| MMFeedbacks | AbilityStopFeedbacks |
| | the feedbacks to play when the ability stops
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| bool | AbilityPermitted = true |
| | if true, this ability can perform as usual, if not, it'll be ignored. You can use this to unlock abilities over time for example
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| CharacterStates.MovementStates[] | BlockingMovementStates |
| | an array containing all the blocking movement states. If the Character is in one of these states and tries to trigger this ability, it won't be permitted. Useful to prevent this ability from being used while Idle or Swimming, for example.
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| CharacterStates.CharacterConditions[] | BlockingConditionStates |
| | an array containing all the blocking condition states. If the Character is in one of these states and tries to trigger this ability, it won't be permitted. Useful to prevent this ability from being used while dead, for example.
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| Weapon.WeaponStates[] | BlockingWeaponStates |
| | an array containing all the blocking weapon states. If one of the character's weapons is in one of these states and yet the character tries to trigger this ability, it won't be permitted. Useful to prevent this ability from being used while attacking, for example.
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| AbilityEvent | OnAbilityStart |
| AbilityEvent | OnAbilityStop |
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| override void | Initialization () |
| | Gets and stores components for further use.
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| virtual void | MoveController () |
| | Moves the controller towards the next point.
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| virtual void | PerformRefresh () |
| virtual Vector3 | FindClosestPositionOnNavmesh (Vector3 somePosition) |
| | Returns the closest position on the navmesh to the specified position.
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| virtual void | DeterminePath (Vector3 startingPosition, Vector3 targetPosition, bool ignoreDelay=false) |
| | Determines the next path position for the agent. NextPosition will be zero if a path couldn't be found.
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| virtual void | DetermineNextWaypoint () |
| | Determines the next waypoint based on the distance to it.
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| virtual void | DetermineDistanceToNextWaypoint () |
| | Determines the distance to the next waypoint.
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| virtual void | DrawDebugPath () |
| | Draws a debug line to show the current path.
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| virtual void | DebugSetTargetTransformAsDestination () |
| virtual void | DebugSetTargetPositionAsDestination () |
| virtual void | Awake () |
| | On awake we proceed to pre initializing our ability.
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| virtual void | Start () |
| | On Start(), we call the ability's intialization.
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| virtual void | PreInitialization () |
| | A method you can override to have an initialization before the actual initialization.
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| virtual void | BindAnimator () |
| | Binds the animator from the character and initializes the animator parameters.
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| virtual void | InitializeAnimatorParameters () |
| | Adds required animator parameters to the animator parameters list if they exist.
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| virtual void | InternalHandleInput () |
| | Internal method to check if an input manager is present or not.
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| virtual void | HandleInput () |
| | Called at the very start of the ability's cycle, and intended to be overridden, looks for input and calls methods if conditions are met.
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| virtual void | RegisterAnimatorParameter (string parameterName, AnimatorControllerParameterType parameterType, out int parameter) |
| | Registers a new animator parameter to the list.
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| virtual void | OnRespawn () |
| | Override this to describe what should happen to this ability when the character respawns.
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| virtual void | OnDeath () |
| | Override this to describe what should happen to this ability when the character respawns.
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| virtual void | OnHit () |
| | Override this to describe what should happen to this ability when the character takes a hit.
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| virtual void | OnEnable () |
| | On enable, we bind our respawn delegate.
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| virtual void | OnDisable () |
| | On disable, we unbind our respawn delegate.
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Add this class to a 3D character and it'll be able to navigate a navmesh (if there's one in the scene of course)