Simple Waypoint System
5.4
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Movement script: pathfinding using Unity NavMesh agents. More...
Public Types | |
enum | LoopType { none, loop, pingPong, random } |
Supported movement looptypes when moving on the path. More... | |
Public Member Functions | |
void | StartMove () |
Starts movement. Can be called from other scripts to allow start delay. More... | |
void | GoToWaypoint (int index) |
Teleports to the defined waypoint index on the path. More... | |
void | Pause (float seconds=0f) |
Pauses the current movement routine for a defined amount of time. More... | |
void | Resume () |
Resumes the current movement routine. More... | |
void | Reverse () |
Reverses movement at any time. More... | |
void | SetPath (PathManager newPath) |
Changes the current path of this walker object and starts movement. More... | |
void | Stop () |
Disables any running movement routines. More... | |
void | ResetToStart () |
Stops movement and resets to the first waypoint. More... | |
void | ChangeSpeed (float value) |
Wrapper to change agent speed. More... | |
Public Attributes | |
PathManager | pathContainer |
Path component to use for movement. More... | |
bool | onStart = false |
Whether this object should start its movement at game launch. More... | |
bool | moveToPath = false |
Whether this object should walk to the first waypoint or spawn there. More... | |
bool | reverse = false |
reverse the movement direction on the path, typically used for "pingPong" behavior. More... | |
int | startPoint = 0 |
Waypoint index where this object should start its path. More... | |
int | currentPoint = 0 |
Current waypoint indicator on the path. More... | |
bool | closeLoop = false |
Option for closing the path on the "loop" looptype. More... | |
bool | updateRotation = true |
Whether rotation should be overridden by the NavMesh agent. More... | |
List< UnityEvent > | events = new List<UnityEvent>() |
List of Unity Events invoked when reaching waypoints. More... | |
LoopType | loopType = LoopType.none |
Transform[] | waypoints |
Waypoint array references of the requested path. More... | |
Movement script: pathfinding using Unity NavMesh agents.
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void ChangeSpeed | ( | float | value | ) |
Wrapper to change agent speed.
void GoToWaypoint | ( | int | index | ) |
Teleports to the defined waypoint index on the path.
void Pause | ( | float | seconds = 0f | ) |
Pauses the current movement routine for a defined amount of time.
void ResetToStart | ( | ) |
Stops movement and resets to the first waypoint.
void Resume | ( | ) |
Resumes the current movement routine.
void Reverse | ( | ) |
Reverses movement at any time.
void SetPath | ( | PathManager | newPath | ) |
Changes the current path of this walker object and starts movement.
void StartMove | ( | ) |
Starts movement. Can be called from other scripts to allow start delay.
void Stop | ( | ) |
Disables any running movement routines.
bool closeLoop = false |
Option for closing the path on the "loop" looptype.
int currentPoint = 0 |
Current waypoint indicator on the path.
List<UnityEvent> events = new List<UnityEvent>() |
List of Unity Events invoked when reaching waypoints.
LoopType loopType = LoopType.none |
bool moveToPath = false |
Whether this object should walk to the first waypoint or spawn there.
bool onStart = false |
Whether this object should start its movement at game launch.
PathManager pathContainer |
Path component to use for movement.
bool reverse = false |
reverse the movement direction on the path, typically used for "pingPong" behavior.
int startPoint = 0 |
Waypoint index where this object should start its path.
bool updateRotation = true |
Whether rotation should be overridden by the NavMesh agent.
Transform [] waypoints |
Waypoint array references of the requested path.