Photon Quantum 3.0.0

Static Public Member Functions | Static Public Attributes | Properties | List of all members
Quantum.NavMeshAvoidanceAgent Struct Reference

A component that will make the agent avoid other agents while calculating the navigation steering. Requires NavMeshSteeringAgent and NavMeshPathfinder. More...

Inheritance diagram for Quantum.NavMeshAvoidanceAgent:
Quantum.IComponent

Static Public Member Functions

static void Serialize (void *p, FrameSerializer serializer)
 Callback to serialize this component into a snapshot of the game state. More...
 

Static Public Attributes

const int SIZE = 40
 The component size in bytes. More...
 

Properties

byte AvoidanceLayer [get, set]
 Agent avoidance layer. More...
 
int AvoidanceMask [get, set]
 Agent avoidance mask. Agents with layers outside this mask are ignored. More...
 
byte Priority [get, set]
 The avoidance priority level. More...
 

Detailed Description

A component that will make the agent avoid other agents while calculating the navigation steering. Requires NavMeshSteeringAgent and NavMeshPathfinder.

Member Function Documentation

◆ Serialize()

static void Quantum.NavMeshAvoidanceAgent.Serialize ( void *  p,
FrameSerializer  serializer 
)
inlinestatic

Callback to serialize this component into a snapshot of the game state.

Parameters
pThe component pointer
serializerThe serializer

Member Data Documentation

◆ SIZE

const int Quantum.NavMeshAvoidanceAgent.SIZE = 40
static

The component size in bytes.

Property Documentation

◆ AvoidanceMask

int Quantum.NavMeshAvoidanceAgent.AvoidanceMask
getset

Agent avoidance mask. Agents with layers outside this mask are ignored.

Is potentially set to its original config value NavMeshPathfinder.SetConfig(FrameBase, EntityRef, NavMeshAgentConfig, bool).

◆ AvoidanceLayer

byte Quantum.NavMeshAvoidanceAgent.AvoidanceLayer
getset

Agent avoidance layer.

Is potentially set to its original config value NavMeshPathfinder.SetConfig(FrameBase, EntityRef, NavMeshAgentConfig, bool).

◆ Priority

byte Quantum.NavMeshAvoidanceAgent.Priority
getset

The avoidance priority level.

Priority (in non-legacy/fast mode) is only compared and split 0.25 and 0.75 between agents (required by reciprocal avoidance).

Most important = 0

Least important = 99

Is potentially set to its original config value NavMeshPathfinder.SetConfig(FrameBase, EntityRef, NavMeshAgentConfig, bool).