ClearCorners() public method

public ClearCorners ( ) : void
return void
 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));
     }
 }
示例#2
0
 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);
     }
 }
示例#3
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 /// <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);
 }
示例#4
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 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);
 }
示例#6
0
 public static bool CalculatePath(Vector3 sourcePosition, Vector3 targetPosition, int areaMask, NavMeshPath path)
 {
     path.ClearCorners();
     return(CalculatePathInternal(sourcePosition, targetPosition, areaMask, path));
 }