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SNavMeshAgent

Index

Functions Index

Function Name

Properties Index

Property Name

Functions

GetAreaCost

float GetAreaCost (int areaIndex)

Function Description

Parameter
Type
Description

Move

void Move ( movement)

Apply relative movement to current position.

Parameter
Type
Description

Resume

void Resume ()

Resume the NavMesh agent.

SetAreaCost

void SetAreaCost (int areaIndex, float cost)

Sets the cost for traversing over areas of the area type.

Parameter
Type
Description

Stop

void Stop ()

To stop the NavMesh agent.

SetDestination

void SetDestination ( position)

Set or update the destination.

Parameter
Type
Description

Warp

void Warp ( position)

Warp to the position you want, also you can set agent's world position and vector to make this act as Move(SVector position).

Parameter
Type
Description

Properties

Enabled

bool Enabled get set

Enable or disable this component.

Accelleration

float Accelleration get set

The maximum acceleration of an agent as it follows a path.

AngularSpeed

float AngularSpeed get set

Maximum turning speed in while following a path.

AreaMask

int AreaMask get set

Specifies which NavMesh area is passable.

AutoRepath

bool AutoRepath get set

Set the agent attempt to acquire a new path if the existing path becomes invalid.

AutoBraking

bool AutoBraking get set

Set the agent brake automatically to avoid overshooting the destination point.

AutoTraverseOffMeshLink

bool AutoTraverseOffMeshLink get set

Set the agent move across OffMeshLinks automatically.

AvoidancePriority

int AvoidancePriority get set

The avoidance priority level.

BaseOffset

float BaseOffset get set

The relative vertical displacement of the GameObject.

DesiredVelocity

DesiredVelocity get

The desired velocity of the agent including any potential contribution from avoidance.

Destination

Destination get set

The desired velocity of the agent including any potential contribution from avoidance.

HasPath

bool HasPath get

Does the agent currently have a path?

Height

float Height get set

The height of the agent for purposes of passing under obstacles, etc.

IsOnNavMesh

bool IsOnNavMesh get

Is the agent currently bound to the navmesh?

IsOnOffMeshLink

bool IsOnOffMeshLink get

Is the agent currently positioned on an OffMeshLink?

IsPathStale

bool IsPathStale get

Is the current path stale?

NextPosition

NextPosition get set

Get or set the simulation position of the navmesh agent.

PathEndPosition

PathEndPosition get

End positon of navigation.

PathPending

bool PathPending get

Is a path in the process of being computed but not yet ready?

Radius

float Radius get set

The avoidance radius for the agent.

RemainingDistance

float RemainingDistance get

The distance between the agent's position and the destination on the current path.

Speed

float Speed get set

Maximum movement speed when following a path.

SteeringTarget

SteeringTarget get

Get the current steering target along the path.

StoppingDistance

float StoppingDistance get set

Stop within this distance from the target position.

UpdatePosition

bool UpdatePosition get set

Get or set whether the transform position is synchronized with the simulated agent position.

UpdateRotation

bool UpdateRotation get set

Should the agent update the transform orientation?

Velocity

Velocity get

access the current velocity of the NavMeshAgent component, or set a velocity to control the agent manually.

GameObject

GameObject get

Property Description

SVector get set

bool get

float get set

bool get

bool get

bool get

SVector get set

SVector get

bool get

float get set

float get

float get set

SVector get

float get set

bool get set

bool get set

SVector get

SGameObject get

float GetAreaCost (int areaIndex)

void Move (SVector movement)

void Resume ()

void SetAreaCost (int areaIndex, float cost)

void Stop ()

void SetDestination (SVector position)

void Warp (SVector position)

bool Enabled get set

float Accelleration get set

float AngularSpeed get set

int AreaMask get set

bool AutoRepath get set

bool AutoBraking get set

bool AutoTraverseOffMeshLink get set

int AvoidancePriority get set

float BaseOffset get set

SVector
SVector
SVector
SVector
SVector
SVector
SVector
SVector
SVector
SGameObject

SVector get

floatCost = Space.Host.ExecutingObject.NavMeshAgent.GetAreaCost(1)
Space.Host.ExecutingObject.NavMeshAgent.Move(Vector.New(2,0,0))
Space.Host.ExecutingObject.NavMeshAgent.Resume()
agentobject = Space.Scene.Find("Cube")
agent = agentobject.NavMeshAgent
if agent == nil then
    agent = Space.Scene.Find("Cube").AddNavMeshAgent()
end
counts = 0
--stop first, then resume.
function StopAndResume()
    counts = counts +1
    if counts > 10 then
      agent.Stop()
    end
    if counts > 50 then
      agent.Resume()
    end
end
agentobject.SubscribeToEvents()
agentobject.OnUpdate(StopAndResume)
agent.Destination = Space.Scene.Find("TargetTransform").WorldPosition
--set destination.
Space.Host.ExecutingObject.NavMeshAgent.SetAreaCost(1, 10.0)
Space.Host.ExecutingObject.NavMeshAgent.Stop()
Space.Host.ExecutingObject.NavMeshAgent.SetDestination(Vector.New(10,0,0))
Space.Host.ExecutingObject.NavMeshAgent.Warp(Vector.New(10,0,0))
Space.Host.ExecutingObject.NavMeshAgent.Enabled = false
--clicking this object will Enable/Disable it's Nav Mesh Agent component
thisGameObject = Space.Host.ExecutingObject
component = thisGameObject.NavMeshAgent

OnClick = function()
component.Enabled =  not component.Enabled
end


thisGameObject.AddClickable()
thisGameObject.Clickable.OnClick(OnClick)
Space.Host.ExecutingObject.NavMeshAgent.Accelleration = 60
Space.Host.ExecutingObject.NavMeshAgent.AngularSpeed = 60
Space.Host.ExecutingObject.NavMeshAgent.AreaMask = 3
Space.Host.ExecutingObject.NavMeshAgent.AutoRepath = false
Space.Host.ExecutingObject.NavMeshAgent.AutoBraking = false
Space.Host.ExecutingObject.NavMeshAgent.AutoTraverseOffMeshLink = false
Space.Host.ExecutingObject.NavMeshAgent.AvoidancePriority = 10
Space.Host.ExecutingObject.NavMeshAgent.BaseOffset = 3
vectorVelocity = Space.Host.ExecutingObject.NavMeshAgent.DesiredVelocity
Space.Host.ExecutingObject.NavMeshAgent.Destination = Vector.New(10,0,0)
hasPath = Space.Host.ExecutingObject.NavMeshAgent.HasPath
Space.Host.ExecutingObject.NavMeshAgent.Height = 5
isOn = Space.Host.ExecutingObject.NavMeshAgent.IsOnNavMesh
isOnOff = Space.Host.ExecutingObject.NavMeshAgent.IsOnOffMeshLink
isStale = Space.Host.ExecutingObject.NavMeshAgent.IsPathStale
Space.Host.ExecutingObject.NavMeshAgent.NextPosition = Vector.New(10, 0, 0)
vectorPathEndPos = Space.Host.ExecutingObject.NavMeshAgent.PathEndPosition
isPending = Space.Host.ExecutingObject.NavMeshAgent.PathPending
Space.Host.ExecutingObject.NavMeshAgent.Radius = 5
vectorDist = Space.Host.ExecutingObject.NavMeshAgent.RemainingDistance
Space.Host.ExecutingObject.NavMeshAgent.Speed = 20
vectorSteeringTarget = Space.Host.ExecutingObject.NavMeshAgent.SteeringTarget
Space.Host.ExecutingObject.NavMeshAgent.StoppingDistance = 2
Space.Host.ExecutingObject.NavMeshAgent.UpdatePosition = true
Space.Host.ExecutingObject.NavMeshAgent.UpdateRotation = true
vectorVelocity = Space.Host.ExecutingObject.NavMeshAgent.Velocity
theGameObject = Space.Host.ExecutingObject.NavMeshAgent.GameObject
DesiredVelocity
Destination
HasPath
Height
IsOnNavMesh
IsOnOffMeshLink
IsPathStale
NextPosition
PathEndPosition
PathPending
Radius
RemainingDistance
Speed
SteeringTarget
StoppingDistance
UpdatePosition
UpdateRotation
Velocity
GameObject