targetPosition | 所请求路径的最终位置。 |
path | 生成的路径。 |
bool 如果找到路径,则为 true。
计算到指定点的路径并存储生成的路径。
此函数可用于提前规划路径,以避免游戏中需要该路径时发生延迟。 另一个用途是在移动代理之前 检查目标位置是否可到达。
using UnityEngine; using UnityEngine.AI; using System.Collections;
public class ExampleClass : MonoBehaviour { public Transform target; private NavMeshAgent agent; void Start() { agent = GetComponent<NavMeshAgent>(); NavMeshPath path = new NavMeshPath(); agent.CalculatePath(target.position, path); if (path.status == NavMeshPathStatus.PathPartial) { } } }
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