targetPosition | リクエストされた目的地 |
path | 計算結果のパス |
bool パスが見つかった場合はtrue
エージェントが目標値までにたどり着く道程を計算し、path引数に格納します
This function can be used to plan a path ahead of time to avoid a delay in gameplay when the path is needed. Another use is to check if a target position is reachable before moving the agent.
var target: Transform; private var agent: NavMeshAgent; function Start () { agent = GetComponent.<NavMeshAgent>(); var path: NavMeshPath; agent.CalculatePath(target.position, path); if (path.status == NavMeshPathStatus.PathPartial) { // The target cannot be reached... } }
using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { public Transform target; private NavMeshAgent agent; void Start() { agent = GetComponent<NavMeshAgent>(); NavMeshPath path; agent.CalculatePath(target.position, path); if (path.status == NavMeshPathStatus.PathPartial) { } } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): public target as Transform private agent as NavMeshAgent def Start() as void: agent = GetComponent[of NavMeshAgent]() path as NavMeshPath agent.CalculatePath(target.position, path) if path.status == NavMeshPathStatus.PathPartial: pass