UnityEngine.NavMesh.CalculatePath(UnityEngine.Vector3, UnityEngine.Vector3, int, UnityEngine.NavMeshPath)

Here are the examples of the csharp api UnityEngine.NavMesh.CalculatePath(UnityEngine.Vector3, UnityEngine.Vector3, int, UnityEngine.NavMeshPath) taken from open source projects. By voting up you can indicate which examples are most useful and appropriate.

1 Examples 7

19 View Source File : AI_PatrolEditor.cs
License : MIT License
Project Creator : WooshiiDev

private Vector3[] CalculateNavMeshPath()
        {
        if (points.Length == 0)
            {
            Debug.Log ("No path to generate!");
            return null;
            }

        if (patrolMode == PatrolMode.RandomAreaPoint)
            {
            Debug.Log ("Path Generation not supported with this mode!");
            return null;
            }

        NavMeshPath path = new NavMeshPath ();
        List<Vector3> pathing = new List<Vector3> ();

        //Loop all points and calculate movement path to next point
        for (int i = 1; i <= points.Length; i++)
            {
            if (i < points.Length)
                {
                //Get two neighbouring points and ^^^ 
                Vector3 previousPoint = points[i - 1].point;
                Vector3 currentPoint = points[i].point;

                NavMesh.CalculatePath (previousPoint, currentPoint, 1, path);
                }
            else
                {
                //Link final and first points up
                NavMesh.CalculatePath (points[i - 1].point, points[0].point, 1, path);
                }

            //Add to list
            for (int j = 0; j < path.corners.Length; j++)
                pathing.Add (path.corners[j]);
            }

        //Store in array
        return pathing.ToArray ();
        }