sourcePosition | 所请求路径的最初位置。 |
targetPosition | 所请求路径的最终位置。 |
areaMask | 位域遮罩,指定在计算路径时可通过的导航网格区域。 |
path | 生成的路径。 |
bool True if either a complete or partial path is found. False otherwise.
计算两点之间的路径并存储生成的路径。
Use this function to avoid gameplay delays by planning a path before it is needed. You can also use this function to check if a target position is reachable before moving the agent.
This function is synchronous. It performs path finding immediately which can adversely affect the frame rate when processing very long paths. It is recommended to only perform a few path finds per frame when, for example, evaluating distances to cover points.
Use the returned path to set the path for an agent with NavMeshAgent.SetPath. For SetPath to work, the agent must be close to the starting point.
// ShowGoldenPath using UnityEngine; using UnityEngine.AI;
public class ShowGoldenPath : MonoBehaviour { public Transform target; private NavMeshPath path; private float elapsed = 0.0f; void Start() { path = new NavMeshPath(); elapsed = 0.0f; }
void Update() { // Update the way to the goal every second. elapsed += Time.deltaTime; if (elapsed > 1.0f) { elapsed -= 1.0f; NavMesh.CalculatePath(transform.position, target.position, NavMesh.AllAreas, path); } for (int i = 0; i < path.corners.Length - 1; i++) Debug.DrawLine(path.corners[i], path.corners[i + 1], Color.red); } }
sourcePosition | 所请求路径的最初位置。 |
targetPosition | 所请求路径的最终位置。 |
filter | 一种过滤器,指定在计算路径时可以通过的导航网格区域的成本。 |
path | 生成的路径。 |
bool 如果找到完整路径或部分路径,则为 true,否则为 false。
计算映射到导航网格的两个位置之间的路径,受过滤器参数定义的限制条件和成本的约束。
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