Adventure Creator
1.79.1
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2022
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Public Member Functions | |||
void | AddHole (PolygonCollider2D newHole) | ||
Integrates a PolygonCollider2D into the shape of the base PolygonCollider2D. If the shape of the new PolygonCollider2D is within the boundary of the base PolygonCollider2D, then the shape will effectively be subtracted. If the shape is instead outside the boundary of the base and overlaps, then the two shapes will effectively be combined. More... | |||
void | RemoveHole (PolygonCollider2D oldHole) | ||
Removes the effects of a PolygonCollider2D on the shape of the base PolygonCollider2D. This function will only have an effect if the PolygonCollider2D was previously added, using AddHole().</sumary>
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void | TurnOn () | ||
void | TurnOff () | ||
Public Member Functions inherited from AC.NavMeshBase | |||
void | Hide () | ||
void | Show () | ||
void | IgnoreNavMeshCollisions (Collider[] allColliders=null) | ||
Public Attributes | |
List< PolygonCollider2D > | polygonColliderHoles = new List<PolygonCollider2D>() |
CharacterEvasion | characterEvasion = CharacterEvasion.OnlyStationaryCharacters |
CharacterEvasionPoints | characterEvasionPoints = CharacterEvasionPoints.Four |
float | characterEvasionYScale = 1f |
float | accuracy = 1f |
Color | gizmoColour = Color.white |
Public Attributes inherited from AC.NavMeshBase | |
bool | disableRenderer = true |
bool | ignoreCollisions = true |
Protected Member Functions | |
void | Awake () |
void | OnDrawGizmos () |
void | OnDrawGizmosSelected () |
void | DrawGizmos () |
Protected Member Functions inherited from AC.NavMeshBase | |
void | BaseAwake () |
Protected Attributes | |
Vector3 | upDirection = new Vector3 (0f, 1f, 0f) |
PolygonCollider2D[] | polygonCollider2Ds |
int | originalPathCount = -1 |
Properties | |
PolygonCollider2D[] | PolygonCollider2Ds [get] |
Vector3 | UpDirection [get, set] |
int? | OriginalPathCount [get] |
Properties inherited from AC.NavMeshBase | |
Collider | Collider [get] |
Defines a walkable area of AC's built-in pathfinding algorithms.
void AC.NavigationMesh.AddHole | ( | PolygonCollider2D | newHole | ) |
Integrates a PolygonCollider2D into the shape of the base PolygonCollider2D. If the shape of the new PolygonCollider2D is within the boundary of the base PolygonCollider2D, then the shape will effectively be subtracted. If the shape is instead outside the boundary of the base and overlaps, then the two shapes will effectively be combined.
newHole | The new PolygonCollider2D to integrate |
void AC.NavigationMesh.TurnOff | ( | ) |
Disables the GameObject from being used in pathfinding.
void AC.NavigationMesh.TurnOn | ( | ) |
Enables the GameObject so that it can be used in pathfinding.
float AC.NavigationMesh.accuracy = 1f |
A float that can be used as an accuracy parameter, should the algorithm require one
CharacterEvasion AC.NavigationMesh.characterEvasion = CharacterEvasion.OnlyStationaryCharacters |
The condition for which dynamic 2D pathfinding can occur by generating holes around characters (None, OnlyStationaryCharacters, AllCharacters
CharacterEvasionPoints AC.NavigationMesh.characterEvasionPoints = CharacterEvasionPoints.Four |
The number of vertices created around characters to evade (Four, Eight, Sixteen). Higher values mean greater accuracy.
float AC.NavigationMesh.characterEvasionYScale = 1f |
The scale of generated character evasion 'holes' in the NavMesh in the y-axis, relative to the x-axis.
Color AC.NavigationMesh.gizmoColour = Color.white |
The colour of its Gizmo when used for 2D polygons
List<PolygonCollider2D> AC.NavigationMesh.polygonColliderHoles = new List<PolygonCollider2D>() |
A List of holes within the base PolygonCollider2D
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get |
The number of paths baked into the first-attached PolygonCollider component
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get |
All PolygonCollider2D components attached to the GameObject
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getset |
The direction that is considered 'up'. This is only used by the MeshCollider navigation engine.