| AIBase() | AIBase | protected | 
  | alwaysDrawGizmos | AIPath |  | 
  | ApplyGravity(float deltaTime) | AIBase | protected | 
  | Awake() | VersionedMonoBehaviour | protectedvirtual | 
  | CalculateDeltaToMoveThisFrame(Vector2 position, float distanceToEndOfPath, float deltaTime) | AIBase | protected | 
  | CalculateNextRotation(float slowdown, out Quaternion nextRotation) | AIPath | protectedvirtual | 
  | CalculatePathRequestEndpoints(out Vector3 start, out Vector3 end) | AIBase | protectedvirtual | 
  | CalculateVelocity(Vector3 position) | AIPath |  | 
  | CancelCurrentPathRequest() | AIBase | protected | 
  | canMove | AIPath | private | 
  | canSearch | AIPath | private | 
  | centerOffset | AIBase |  | 
  | ClampToNavmesh(Vector3 position, out bool positionChanged) | AIBase | protectedvirtual | 
  | controller | AIBase | protected | 
  | Pathfinding::AIBase.desiredVelocity | AIBase |  | 
  | Pathfinding::IAstarAI.desiredVelocity | IAstarAI |  | 
  | Pathfinding::AIBase.destination | AIBase |  | 
  | Pathfinding::IAstarAI.destination | IAstarAI |  | 
  | endReachedDistance | AIPath |  | 
  | Pathfinding::AIBase.FinalizeMovement(Vector3 nextPosition, Quaternion nextRotation) | AIBase | virtual | 
  | Pathfinding::IAstarAI.FinalizeMovement(Vector3 nextPosition, Quaternion nextRotation) | IAstarAI |  | 
  | FindComponents() | AIBase | protectedvirtual | 
  | FixedUpdate() | AIBase | protectedvirtual | 
  | GetFeetPosition() | AIBase | virtual | 
  | GizmoColorRaycast | AIBase | protectedstatic | 
  | gravity | AIBase |  | 
  | groundMask | AIBase |  | 
  | hasPath | AIPath |  | 
  | interpolator | AIPath | protected | 
  | Pathfinding::AIBase.isStopped | AIBase |  | 
  | Pathfinding::IAstarAI.isStopped | IAstarAI |  | 
  | lastDeltaPosition | AIBase | protected | 
  | lastDeltaTime | AIBase | protected | 
  | lastRepath | AIBase | protected | 
  | maxSpeed | AIPath | private | 
  | Pathfinding::AIBase.Move(Vector3 deltaPosition) | AIBase | virtual | 
  | Pathfinding::IAstarAI.Move(Vector3 deltaPosition) | IAstarAI |  | 
  | movementPlane | AIBase |  | 
  | Pathfinding::AIBase.MovementUpdate(float deltaTime, out Vector3 nextPosition, out Quaternion nextRotation) | AIBase |  | 
  | Pathfinding::IAstarAI.MovementUpdate(float deltaTime, out Vector3 nextPosition, out Quaternion nextRotation) | IAstarAI |  | 
  | MovementUpdateInternal(float deltaTime, out Vector3 nextPosition, out Quaternion nextRotation) | AIPath | protectedvirtual | 
  | OnDisable() | AIPath | protectedvirtual | 
  | OnDrawGizmos() | AIBase | protectedvirtual | 
  | OnDrawGizmosSelected() | AIBase | protectedvirtual | 
  | OnEnable() | AIBase | protectedvirtual | 
  | OnPathComplete(Path newPath) | AIPath | virtual | 
  | Pathfinding::AIBase.onSearchPath | AIBase |  | 
  | Pathfinding::IAstarAI.onSearchPath | IAstarAI |  | 
  | OnTargetReached() | AIPath | virtual | 
  | OnUpgradeSerializedData(int version, bool unityThread) | AIPath | protectedvirtual | 
  | path | AIPath | protected | 
  | pathPending | AIPath |  | 
  | pickNextWaypointDist | AIPath |  | 
  | Pathfinding::AIBase.position | AIBase |  | 
  | Pathfinding::IAstarAI.position | IAstarAI |  | 
  | prevFrame | AIBase | protected | 
  | prevPosition1 | AIBase | protected | 
  | prevPosition2 | AIBase | protected | 
  | RaycastPosition(Vector3 position, float lastElevation) | AIBase | protected | 
  | reachedEndOfPath | AIPath |  | 
  | remainingDistance | AIPath |  | 
  | repathRate | AIBase |  | 
  | RepeatTrySearchPath() | AIBase | protected | 
  | rigid | AIBase | protected | 
  | rigid2D | AIBase | protected | 
  | Pathfinding::AIBase.rotation | AIBase |  | 
  | Pathfinding::IAstarAI.rotation | IAstarAI |  | 
  | rotationIn2D | AIBase |  | 
  | rotationSpeed | AIPath |  | 
  | rvoController | AIBase | protected | 
  | Pathfinding::AIBase.SearchPath() | AIBase | virtual | 
  | Pathfinding::IAstarAI.SearchPath() | IAstarAI |  | 
  | seeker | AIBase | protected | 
  | shouldRecalculatePath | AIBase | protected | 
  | simulatedPosition | AIBase | protected | 
  | simulatedRotation | AIBase | protected | 
  | SimulateRotationTowards(Vector3 direction, float maxDegrees) | AIBase |  | 
  | SimulateRotationTowards(Vector2 direction, float maxDegrees) | AIBase | protected | 
  | slowdownDistance | AIPath |  | 
  | slowWhenNotFacingTarget | AIPath |  | 
  | speed | AIPath |  | 
  | Start() | AIBase | protectedvirtual | 
  | steeringTarget | AIPath |  | 
  | target | AIBase |  | 
  | targetDirection | AIPath |  | 
  | TargetReached | AIPath |  | 
  | Teleport(Vector3 newPosition, bool clearPath=true) | AIPath | virtual | 
  | tr | AIBase | protected | 
  | turningSpeed | AIPath |  | 
  | Update() | AIBase | protectedvirtual | 
  | updatePosition | AIBase |  | 
  | updateRotation | AIBase |  | 
  | UpdateVelocity() | AIBase | protected | 
  | usingGravity | AIBase | protected | 
  | Pathfinding::AIBase.velocity | AIBase |  | 
  | Pathfinding::IAstarAI.velocity | IAstarAI |  | 
  | velocity2D | AIBase | protected | 
  | verticalVelocity | AIBase | protected | 
  | waitingForPathCalculation | AIBase | protected | 
  | whenCloseToDestination | AIPath |  |