static public int constructor(IntPtr l) { UnityEngine.NavMesh o; o = new UnityEngine.NavMesh(); pushObject(l, o); return(1); }
static public int constructor(IntPtr l) { try { UnityEngine.NavMesh o; o=new UnityEngine.NavMesh(); pushValue(l,true); pushValue(l,o); return 2; } catch(Exception e) { return error(l,e); } }
static public int constructor(IntPtr l) { LuaDLL.lua_remove(l, 1); UnityEngine.NavMesh o; if (matchType(l, 1)) { o = new UnityEngine.NavMesh(); pushObject(l, o); return(1); } LuaDLL.luaL_error(l, "New object failed."); return(0); }
public static int constructor(IntPtr l) { try { UnityEngine.NavMesh o; o=new UnityEngine.NavMesh(); pushValue(l,o); return 1; } catch(Exception e) { LuaDLL.luaL_error(l, e.ToString()); return 0; } }
static public int constructor(IntPtr l) { try { UnityEngine.NavMesh o; o = new UnityEngine.NavMesh(); pushValue(l, true); pushValue(l, o); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int constructor(IntPtr l) { try { UnityEngine.NavMesh o; o = new UnityEngine.NavMesh(); pushValue(l, o); return(1); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
public static bool SamplePosition(Vector3 sourcePosition, out NavMeshHit hit, float maxDistance, int areaMask) { return(NavMesh.INTERNAL_CALL_SamplePosition(ref sourcePosition, out hit, maxDistance, areaMask)); }
public static bool FindClosestEdge(Vector3 sourcePosition, out NavMeshHit hit, int areaMask) { return(NavMesh.INTERNAL_CALL_FindClosestEdge(ref sourcePosition, out hit, areaMask)); }
internal static bool CalculatePathInternal(Vector3 sourcePosition, Vector3 targetPosition, int areaMask, NavMeshPath path) { return(NavMesh.INTERNAL_CALL_CalculatePathInternal(ref sourcePosition, ref targetPosition, areaMask, path)); }
/// <summary> /// <para>Calculate a path between two points and store the resulting path.</para> /// </summary> /// <param name="sourcePosition">The initial position of the path requested.</param> /// <param name="targetPosition">The final position of the path requested.</param> /// <param name="areaMask">A bitfield mask specifying which NavMesh areas can be passed when calculating a path.</param> /// <param name="path">The resulting path.</param> /// <returns> /// <para>True if a either a complete or partial path is found and false otherwise.</para> /// </returns> public static bool CalculatePath(Vector3 sourcePosition, Vector3 targetPosition, int areaMask, NavMeshPath path) { path.ClearCorners(); return(NavMesh.CalculatePathInternal(sourcePosition, targetPosition, areaMask, path)); }
public static bool Raycast(Vector3 sourcePosition, Vector3 targetPosition, out NavMeshHit hit, int areaMask) { return(NavMesh.INTERNAL_CALL_Raycast(ref sourcePosition, ref targetPosition, out hit, areaMask)); }
/// <summary> /// <para>Calculates triangulation of the current navmesh.</para> /// </summary> public static NavMeshTriangulation CalculateTriangulation() { return((NavMeshTriangulation)NavMesh.TriangulateInternal()); }