A* Pathfinding Project  4.1.1
The A* Pathfinding Project for Unity 3D
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LegacyAIPath Member List

This is the complete list of members for LegacyAIPath, including all inherited members.

AIBase()AIBaseprotected
alwaysDrawGizmosAIPath
ApplyGravity(float deltaTime)AIBaseprotected
Awake()LegacyAIPathprotectedvirtual
CalculateDeltaToMoveThisFrame(Vector2 position, float distanceToEndOfPath, float deltaTime)AIBaseprotected
CalculatePathRequestEndpoints(out Vector3 start, out Vector3 end)AIBaseprotectedvirtual
CalculateTargetPoint(Vector3 p, Vector3 a, Vector3 b)LegacyAIPathprotected
CalculateVelocity(Vector3 currentPosition)LegacyAIPathprotected
CancelCurrentPathRequest()AIBaseprotected
centerOffsetAIBase
closestOnPathCheckLegacyAIPath
controllerAIBaseprotected
currentWaypointIndexLegacyAIPathprotected
Pathfinding::AIBase.desiredVelocityAIBase
Pathfinding::IAstarAIMovement.desiredVelocityIAstarAI
Pathfinding::AIBase.destinationAIBase
Pathfinding::IAstarAIMovement.destinationIAstarAI
endReachedDistanceAIPath
FixedUpdate()AIBaseprotectedvirtual
forwardLookLegacyAIPath
GetFeetPosition()AIBasevirtual
GizmoColorRaycastAIBaseprotectedstatic
gravityAIBase
groundMaskAIBase
hasPathAIPath
interpolatorAIPathprotected
Pathfinding::AIBase.isStoppedAIBase
Pathfinding::IAstarAIMovement.isStoppedIAstarAI
lastDeltaPositionAIBaseprotected
lastDeltaTimeAIBaseprotected
lastFoundWaypointPositionLegacyAIPathprotected
lastFoundWaypointTimeLegacyAIPathprotected
lastRepathAIBaseprotected
minMoveScaleLegacyAIPathprotected
movementPlaneAIBase
Pathfinding::AIBase.MovementUpdate(float deltaTime, bool useGravity)AIBase
Pathfinding::IAstarAIMovement.MovementUpdate(float deltaTime, bool useGravity)IAstarAI
MovementUpdateInternal(float deltaTime)AIPathprotectedvirtual
OnDisable()AIPathprotectedvirtual
OnDrawGizmos()AIBaseprotectedvirtual
OnEnable()AIBaseprotectedvirtual
OnPathComplete(Path _p)LegacyAIPathvirtual
Pathfinding::AIBase.onSearchPathAIBase
Pathfinding::IAstarAIMovement.onSearchPathIAstarAI
OnTargetReached()AIPathvirtual
OnUpgradeSerializedData(int version, bool unityThread)AIPathprotectedvirtual
pathAIPathprotected
pathPendingAIPath
pickNextWaypointDistAIPath
prevPosition1AIBaseprotected
prevPosition2AIBaseprotected
RaycastPosition(Vector3 position, float lastElevation)AIBaseprotected
remainingDistanceAIPath
repathRateAIBase
RepeatTrySearchPath()AIBaseprotected
rigidAIBaseprotected
rigid2DAIBaseprotected
RotateTowards(Vector3 dir)LegacyAIPathprotected
Pathfinding::AIBase.RotateTowards(Vector2 direction, float maxDegrees)AIBaseprotectedvirtual
rotationIn2DAIBase
rotationSpeedAIPath
rvoControllerAIBaseprotected
Pathfinding::AIBase.SearchPath()AIBasevirtual
Pathfinding::IAstarAIMovement.SearchPath()IAstarAI
seekerAIBaseprotected
shouldRecalculatePathAIBaseprotected
slowdownDistanceAIPath
slowWhenNotFacingTargetAIPath
speedAIPath
Start()AIBaseprotectedvirtual
steeringTargetAIPath
targetAIBase
targetDirectionLegacyAIPathprotected
TargetReachedAIPath
targetReachedAIPath
Teleport(Vector3 newPosition, bool clearPath=true)AIPathvirtual
trAIBaseprotected
turningSpeedAIPath
Update()LegacyAIPathprotectedvirtual
updatePositionAIBase
updateRotationAIBase
usingGravityAIBaseprotected
Pathfinding::AIBase.velocityAIBase
Pathfinding::IAstarAIMovement.velocityIAstarAI
velocity2DAIBaseprotected
verticalVelocityAIBaseprotected
waitingForPathCalculationAIBaseprotected
whenCloseToDestinationAIPath
XZSqrMagnitude(Vector3 a, Vector3 b)LegacyAIPathprotected