static public int ClearCorners(IntPtr l) { try { UnityEngine.NavMeshPath self = (UnityEngine.NavMeshPath)checkSelf(l); self.ClearCorners(); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int ClearCorners(IntPtr l) { try { UnityEngine.NavMeshPath self = (UnityEngine.NavMeshPath)checkSelf(l); self.ClearCorners(); return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(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); }
public bool CalculatePath(Vector3 targetPosition, NavMeshPath path) { path.ClearCorners(); return(CalculatePathInternal(targetPosition, path)); }
/// <summary> /// <para>Calculate a path to a specified point and store the resulting path.</para> /// </summary> /// <param name="targetPosition">The final position of the path requested.</param> /// <param name="path">The resulting path.</param> /// <returns> /// <para>True if a path is found.</para> /// </returns> public bool CalculatePath(Vector3 targetPosition, NavMeshPath path) { path.ClearCorners(); return this.CalculatePathInternal(targetPosition, path); }
public static bool CalculatePath(Vector3 sourcePosition, Vector3 targetPosition, int areaMask, NavMeshPath path) { path.ClearCorners(); return(CalculatePathInternal(sourcePosition, targetPosition, areaMask, path)); }