Definition at line 7 of file SteeringPath.cs.
◆ SteeringPath()
Barotrauma.SteeringPath.SteeringPath |
( |
bool |
unreachable = false | ) |
|
◆ AddNode()
void Barotrauma.SteeringPath.AddNode |
( |
WayPoint |
node | ) |
|
◆ CheckProgress()
WayPoint Barotrauma.SteeringPath.CheckProgress |
( |
Vector2 |
simPosition, |
|
|
float |
minSimDistance = 0.1f |
|
) |
| |
◆ ClearPath()
void Barotrauma.SteeringPath.ClearPath |
( |
| ) |
|
◆ GetLength()
float Barotrauma.SteeringPath.GetLength |
( |
int? |
startIndex = null , |
|
|
int? |
endIndex = null |
|
) |
| |
◆ SkipToNextNode()
void Barotrauma.SteeringPath.SkipToNextNode |
( |
| ) |
|
◆ SkipToNode()
void Barotrauma.SteeringPath.SkipToNode |
( |
int |
nodeIndex | ) |
|
◆ Cost
float Barotrauma.SteeringPath.Cost |
|
getset |
◆ CurrentIndex
int Barotrauma.SteeringPath.CurrentIndex |
|
get |
◆ CurrentNode
WayPoint Barotrauma.SteeringPath.CurrentNode |
|
get |
◆ Finished
bool Barotrauma.SteeringPath.Finished |
|
get |
◆ HasOutdoorsNodes
bool Barotrauma.SteeringPath.HasOutdoorsNodes |
|
get |
◆ IsAtEndNode
bool Barotrauma.SteeringPath.IsAtEndNode |
|
get |
◆ NextNode
WayPoint Barotrauma.SteeringPath.NextNode |
|
get |
◆ Nodes
List<WayPoint> Barotrauma.SteeringPath.Nodes |
|
get |
◆ PrevNode
WayPoint Barotrauma.SteeringPath.PrevNode |
|
get |
◆ TotalLength
float Barotrauma.SteeringPath.TotalLength |
|
get |
◆ Unreachable
bool Barotrauma.SteeringPath.Unreachable |
|
getset |