Inheritance: Object
コード例 #1
0
 static public int constructor(IntPtr l)
 {
     UnityEngine.NavMesh o;
     o = new UnityEngine.NavMesh();
     pushObject(l, o);
     return(1);
 }
コード例 #2
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);
		}
	}
コード例 #3
0
 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);
 }
コード例 #4
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;
     }
 }
コード例 #5
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));
     }
 }
コード例 #6
0
 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);
     }
 }
コード例 #7
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));
 }
コード例 #8
0
 public static bool FindClosestEdge(Vector3 sourcePosition, out NavMeshHit hit, int areaMask)
 {
     return(NavMesh.INTERNAL_CALL_FindClosestEdge(ref sourcePosition, out hit, areaMask));
 }
コード例 #9
0
 internal static bool CalculatePathInternal(Vector3 sourcePosition, Vector3 targetPosition, int areaMask, NavMeshPath path)
 {
     return(NavMesh.INTERNAL_CALL_CalculatePathInternal(ref sourcePosition, ref targetPosition, areaMask, path));
 }
コード例 #10
0
 /// <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));
 }
コード例 #11
0
 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));
 }
コード例 #12
0
 /// <summary>
 ///   <para>Calculates triangulation of the current navmesh.</para>
 /// </summary>
 public static NavMeshTriangulation CalculateTriangulation()
 {
     return((NavMeshTriangulation)NavMesh.TriangulateInternal());
 }