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Adventure Creator
1.76.2
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2022
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Public Member Functions | |
bool | WillStopAtNextNode (int currentNode) |
Checks if the next node is the final one. More... | |
void | RecalculateToCenter (Vector3 startPosition, float maxNodeDistance=-1f) |
void | BuildNavPath (Vector3[] pointData) |
Rebuilds the nodes List from an array of points. The first point on the new path will be the GameObject's current position. More... | |
int | GetNextNode (int currentNode, int prevNode, bool playerControlled=false, AC_PathType lockedPathType=AC_PathType.ForwardOnly) |
Gets the next node along a path, given the current one. More... | |
float | GetLengthToNode (int n) |
Gets the distance along the path from the origin to a particular node More... | |
float | GetLengthBetweenNodes (int a, int b) |
Gets the distance along the path from one node to another More... | |
float | GetTotalLength () |
Gets the total length of the path More... | |
int | GetNearestNode (Vector3 position) |
Gets the index of the node that's nearest to a given position More... | |
bool | ReferencesAsset (ActionListAsset actionListAsset) |
List< ActionListAsset > | GetReferencedActionListAssets () |
Public Attributes | |
List< Vector3 > | nodes = new List<Vector3>() |
List< NodeCommand > | nodeCommands = new List<NodeCommand>() |
ActionListSource | commandSource |
AC_PathType | pathType = AC_PathType.ForwardOnly |
PathSpeed | pathSpeed |
bool | teleportToStart |
bool | affectY |
float | nodePause |
Protected Member Functions | |
void | Awake () |
void | ConnectNodes (int a, int b) |
Vector3[] | SetMaxDistances (Vector3[] pointArray, float maxNodeDistance) |
Protected Attributes | |
bool | relativeMode |
Vector3 | lastFramePosition |
Properties | |
Vector3 | Destination [get] |
Transform | Transform [get] |
bool | RelativeMode [get, set] |
Vector3 | LastFramePosition [get, set] |
Stores a series of "nodes", which act as waypoints for character movements. Nodes can either be generated in-game by pathfinding algorithms (see NavigationEngine), or by defining them in the Unity Editor. Characters can be made to move along a path in one direction only, back-and-forth, or choose nodes at random. ActionLists can also be set to run when a character reaches each node.
void AC.Paths.BuildNavPath | ( | Vector3[] | pointData | ) |
Rebuilds the nodes List from an array of points. The first point on the new path will be the GameObject's current position.
pointData | An array of position vectors that dictate the new path |
float AC.Paths.GetLengthBetweenNodes | ( | int | a, |
int | b | ||
) |
Gets the distance along the path from one node to another
a | The node to start from |
b | The node to reach |
float AC.Paths.GetLengthToNode | ( | int | n | ) |
Gets the distance along the path from the origin to a particular node
n | The index number of the node to check the distance to |
int AC.Paths.GetNearestNode | ( | Vector3 | position | ) |
Gets the index of the node that's nearest to a given position
position | The position to query |
int AC.Paths.GetNextNode | ( | int | currentNode, |
int | prevNode, | ||
bool | playerControlled = false , |
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AC_PathType | lockedPathType = AC_PathType.ForwardOnly |
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) |
Gets the next node along a path, given the current one.
currentNode | The index number of the current node |
prevNode | The index number of the previous node (used for determining the direction along which the path is being traversed) |
playerControlled | True if the Player is moving along the path during gameplay |
lockedPathType | The type of Path, if the Player is moving along it during gameplay |
float AC.Paths.GetTotalLength | ( | ) |
Gets the total length of the path
bool AC.Paths.WillStopAtNextNode | ( | int | currentNode | ) |
Checks if the next node is the final one.
currentNode | The index number of the current node (i.e. the node before the one being checked) |
bool AC.Paths.affectY |
If True, then characters will attempt to move vertically to reach nodes
ActionListSource AC.Paths.commandSource |
The source of ActionList objects that are run when nodes are reached (InScene, AssetFile)
List<NodeCommand> AC.Paths.nodeCommands = new List<NodeCommand>() |
A List of NodeCommand instances that dictate what ActionList is run when each node is reached
float AC.Paths.nodePause |
The time, in seconds, that a character will wait at each node before continuing along the path
List<Vector3> AC.Paths.nodes = new List<Vector3>() |
A List of nodes (Vector3) that define the path
PathSpeed AC.Paths.pathSpeed |
The speed at which characters will traverse a path (Walk, Run)
AC_PathType AC.Paths.pathType = AC_PathType.ForwardOnly |
The way in which characters move between each node (ForwardOnly, Loop, PingPong, IsRandom)
bool AC.Paths.teleportToStart |
If True, then the character will teleport to the first node before traversing the path
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get |
Gets the position of the last node in the Path
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get |
A cache of the Path's transform component