Class KaijuAgent
Base agent class.
Inheritance
Inherited Members
Namespace: KaijuSolutions.Agents
Syntax
public abstract class KaijuAgent : KaijuBehaviour
Fields
configuration
The default movement values for this agent.
Declaration
public KaijuMovementConfiguration configuration
Field Value
| Type | Description |
|---|---|
| KaijuMovementConfiguration |
Properties
Actuators
All
Declaration
public IReadOnlyCollection<KaijuActuator> Actuators { get; }
Property Value
| Type | Description |
|---|---|
| System.Collections.Generic.IReadOnlyCollection<KaijuActuator> |
ActuatorsCount
The number of
Declaration
public int ActuatorsCount { get; }
Property Value
| Type | Description |
|---|---|
| System.Int32 |
AutoRotate
If the agent should automatically rotate towards where it is moving when no look target is set.
Declaration
public bool AutoRotate { get; set; }
Property Value
| Type | Description |
|---|---|
| System.Boolean |
Control
The manual control vector for the agent's movement, with steering values ranging from negative one to positive one on each axis. This is multiplied by the MoveSpeed.
Declaration
public Vector2 Control { get; set; }
Property Value
| Type | Description |
|---|---|
| Vector2 |
Control3
The manual control vector for the agent's movement, with steering values ranging from negative one to positive one on each axis. This is multiplied by the MoveSpeed.
Declaration
public Vector3 Control3 { get; set; }
Property Value
| Type | Description |
|---|---|
| Vector3 |
Identifiers
Identifiers for this agent.
Declaration
public IReadOnlyList<uint> Identifiers { get; }
Property Value
| Type | Description |
|---|---|
| System.Collections.Generic.IReadOnlyList<System.UInt32> |
LookAngle
The angle to look at relative to the global forward direction.
Declaration
public float? LookAngle { get; set; }
Property Value
| Type | Description |
|---|---|
| System.Nullable<System.Single> |
LookComponent
The component to look at.
Declaration
public Component LookComponent { set; }
Property Value
| Type | Description |
|---|---|
| Component |
LookDistance
Get the distance from the agent to the target which is being looked at.
Declaration
public float LookDistance { get; }
Property Value
| Type | Description |
|---|---|
| System.Single |
LookGameObject
The GameObject to look at.
Declaration
public GameObject LookGameObject { get; set; }
Property Value
| Type | Description |
|---|---|
| GameObject |
Looking
If the agent is currently looking at something.
Declaration
public bool Looking { get; }
Property Value
| Type | Description |
|---|---|
| System.Boolean |
LookSpeed
The look speed of the agent in degrees per second.
Declaration
public float LookSpeed { get; set; }
Property Value
| Type | Description |
|---|---|
| System.Single |
LookTransform
The transform to look at.
Declaration
public Transform LookTransform { get; set; }
Property Value
| Type | Description |
|---|---|
| Transform |
LookVector
The vector to look at.
Declaration
public Vector2? LookVector { get; set; }
Property Value
| Type | Description |
|---|---|
| System.Nullable<Vector2> |
LookVector3
The vector to look at.
Declaration
public Vector3? LookVector3 { get; set; }
Property Value
| Type | Description |
|---|---|
| System.Nullable<Vector3> |
MoveAcceleration
The maximum move acceleration of the agent in units per second. Setting to zero yields instant acceleration.
Declaration
public float MoveAcceleration { get; set; }
Property Value
| Type | Description |
|---|---|
| System.Single |
MoveForward
Get the forward direction of this agent along the X and Z axes based on how its moving. If moving, this is the direction of its velocity. Otherwise, it is the same as Forward3.
Declaration
public Vector2 MoveForward { get; }
Property Value
| Type | Description |
|---|---|
| Vector2 |
MoveForward3
Get the forward direction of this agent based on how its moving. If moving, this is the direction of its velocity. Otherwise, it is the same as Forward3.
Declaration
public Vector3 MoveForward3 { get; }
Property Value
| Type | Description |
|---|---|
| Vector3 |
Movements
All movements the agent is currently performing.
Declaration
public IReadOnlyList<KaijuMovement> Movements { get; }
Property Value
| Type | Description |
|---|---|
| System.Collections.Generic.IReadOnlyList<KaijuMovement> |
MovementsCount
The total number movements the agent is currently performing.
Declaration
public int MovementsCount { get; }
Property Value
| Type | Description |
|---|---|
| System.Int32 |
MovementWeights
The total weight of all movements.
Declaration
public float MovementWeights { get; }
Property Value
| Type | Description |
|---|---|
| System.Single |
MoveSpeed
The maximum move speed of the agent in units per second.
Declaration
public float MoveSpeed { get; set; }
Property Value
| Type | Description |
|---|---|
| System.Single |
Moving
If there are any movements occuring.
Declaration
public bool Moving { get; }
Property Value
| Type | Description |
|---|---|
| System.Boolean |
PhysicsAgent
If this agent should move with the physics system.
Declaration
public virtual bool PhysicsAgent { get; }
Property Value
| Type | Description |
|---|---|
| System.Boolean |
Sensors
All
Declaration
public IReadOnlyCollection<KaijuSensor> Sensors { get; }
Property Value
| Type | Description |
|---|---|
| System.Collections.Generic.IReadOnlyCollection<KaijuSensor> |
SensorsCount
The number of
Declaration
public int SensorsCount { get; }
Property Value
| Type | Description |
|---|---|
| System.Int32 |
Spin
The manual spin control, ranging from negative one to positive one. Negative values mean a left spin and positive values mean a right spin, multiplied by the LookSpeed.
Declaration
public float? Spin { get; set; }
Property Value
| Type | Description |
|---|---|
| System.Nullable<System.Single> |
TargetAgent
The agent to move in relation to.
Declaration
public KaijuAgent TargetAgent { get; set; }
Property Value
| Type | Description |
|---|---|
| KaijuAgent |
TargetComponent
The component to look at.
Declaration
public Component TargetComponent { set; }
Property Value
| Type | Description |
|---|---|
| Component |
Velocity
The current velocity of the agent.
Declaration
public Vector2 Velocity { get; }
Property Value
| Type | Description |
|---|---|
| Vector2 |
Velocity3
The current velocity of the agent.
Declaration
public Vector3 Velocity3 { get; }
Property Value
| Type | Description |
|---|---|
| Vector3 |
Methods
Act()
Execute all
Declaration
public void Act()
ActuatorDone(KaijuActuator)
Allow for
Declaration
public void ActuatorDone(KaijuActuator actuator)
Parameters
| Type | Name | Description |
|---|---|---|
| KaijuActuator | actuator | The |
ActuatorExecuting(KaijuActuator)
Allow for
Declaration
public void ActuatorExecuting(KaijuActuator actuator)
Parameters
| Type | Name | Description |
|---|---|---|
| KaijuActuator | actuator | The |
ActuatorFailed(KaijuActuator)
Allow for
Declaration
public void ActuatorFailed(KaijuActuator actuator)
Parameters
| Type | Name | Description |
|---|---|---|
| KaijuActuator | actuator | The |
ActuatorInterrupted(KaijuActuator)
Allow for
Declaration
public void ActuatorInterrupted(KaijuActuator actuator)
Parameters
| Type | Name | Description |
|---|---|---|
| KaijuActuator | actuator | The |
ActuatorStarted(KaijuActuator)
Allow for
Declaration
public void ActuatorStarted(KaijuActuator actuator)
Parameters
| Type | Name | Description |
|---|---|---|
| KaijuActuator | actuator | The |
AddIdentifier(UInt32)
Add an identifier to this agent.
Declaration
public bool AddIdentifier(uint identifier)
Parameters
| Type | Name | Description |
|---|---|---|
| System.UInt32 | identifier | The identifier to set. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If the identifier was added. |
AddIdentifiers(IEnumerable<UInt32>)
Add identifiers to this agent.
Declaration
public bool AddIdentifiers(IEnumerable<uint> collection)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Collections.Generic.IEnumerable<System.UInt32> | collection | The identifiers to add. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If any of the identifiers were added. |
CalculateVelocity(Single)
Calculate the velocity for the next update. There is no point in manually calling this. The time step.
Declaration
public void CalculateVelocity(float delta)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Single | delta |
ClearIdentifiers()
Clear all identifiers.
Declaration
public void ClearIdentifiers()
Despawn()
Despawn this agent.
Declaration
public void Despawn()
EditorVisualize(Boolean)
Visualize this agent in the editor. There is no point in manually calling this.
Declaration
public void EditorVisualize(bool text)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Boolean | text | If the text for this agent should be visualized. |
Evade(Component, Nullable<Single>, Nullable<Single>, Nullable<Boolean>)
Evade from a target.
Declaration
public KaijuEvadeMovement Evade(Component target, float? distance = null, float? weight = null, bool? clear = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | target | The target. |
| System.Nullable<System.Single> | distance | At what distance from the target should the evade be considered successful. |
| System.Nullable<System.Single> | weight | The weight of this movement. |
| System.Nullable<System.Boolean> | clear | If this should clear all other current movement and become the only one the agent is performing. |
Returns
| Type | Description |
|---|---|
| KaijuEvadeMovement | The evade movement to the target. |
Evade(GameObject, Nullable<Single>, Nullable<Single>, Nullable<Boolean>)
Evade from a target.
Declaration
public KaijuEvadeMovement Evade(GameObject target, float? distance = null, float? weight = null, bool? clear = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | target | The target. |
| System.Nullable<System.Single> | distance | At what distance from the target should the evade be considered successful. |
| System.Nullable<System.Single> | weight | The weight of this movement. |
| System.Nullable<System.Boolean> | clear | If this should clear all other current movement and become the only one the agent is performing. |
Returns
| Type | Description |
|---|---|
| KaijuEvadeMovement | The evade movement to the target. |
Evade(Vector2, Nullable<Single>, Nullable<Single>, Nullable<Boolean>)
Evade from a target.
Declaration
public KaijuEvadeMovement Evade(Vector2 target, float? distance = null, float? weight = null, bool? clear = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | target | The target. |
| System.Nullable<System.Single> | distance | At what distance from the target should the evade be considered successful. |
| System.Nullable<System.Single> | weight | The weight of this movement. |
| System.Nullable<System.Boolean> | clear | If this should clear all other current movement and become the only one the agent is performing. |
Returns
| Type | Description |
|---|---|
| KaijuEvadeMovement | The pursue movement to the target. |
Evade(Vector3, Nullable<Single>, Nullable<Single>, Nullable<Boolean>)
Evade from a target.
Declaration
public KaijuEvadeMovement Evade(Vector3 target, float? distance = null, float? weight = null, bool? clear = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | target | The target. |
| System.Nullable<System.Single> | distance | At what distance from the target should the evade be considered successful. |
| System.Nullable<System.Single> | weight | The weight of this movement. |
| System.Nullable<System.Boolean> | clear | If this should clear all other current movement and become the only one the agent is performing. |
Returns
| Type | Description |
|---|---|
| KaijuEvadeMovement | The evade movement to the target. |
Flee(Component, Nullable<Single>, Nullable<Single>, Nullable<Boolean>)
Flee from a target.
Declaration
public KaijuFleeMovement Flee(Component target, float? distance = null, float? weight = null, bool? clear = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | target | The target. |
| System.Nullable<System.Single> | distance | At what distance from the target should the flee be considered successful. |
| System.Nullable<System.Single> | weight | The weight of this movement. |
| System.Nullable<System.Boolean> | clear | If this should clear all other current movement and become the only one the agent is performing. |
Returns
| Type | Description |
|---|---|
| KaijuFleeMovement | The flee movement to the target. |
Flee(GameObject, Nullable<Single>, Nullable<Single>, Nullable<Boolean>)
Flee from a target.
Declaration
public KaijuFleeMovement Flee(GameObject target, float? distance = null, float? weight = null, bool? clear = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | target | The target. |
| System.Nullable<System.Single> | distance | At what distance from the target should the flee be considered successful. |
| System.Nullable<System.Single> | weight | The weight of this movement. |
| System.Nullable<System.Boolean> | clear | If this should clear all other current movement and become the only one the agent is performing. |
Returns
| Type | Description |
|---|---|
| KaijuFleeMovement | The flee movement to the target. |
Flee(Vector2, Nullable<Single>, Nullable<Single>, Nullable<Boolean>)
Flee from a target.
Declaration
public KaijuFleeMovement Flee(Vector2 target, float? distance = null, float? weight = null, bool? clear = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | target | The target. |
| System.Nullable<System.Single> | distance | At what distance from the target should the flee be considered successful. |
| System.Nullable<System.Single> | weight | The weight of this movement. |
| System.Nullable<System.Boolean> | clear | If this should clear all other current movement and become the only one the agent is performing. |
Returns
| Type | Description |
|---|---|
| KaijuFleeMovement | The flee movement to the target. |
Flee(Vector3, Nullable<Single>, Nullable<Single>, Nullable<Boolean>)
Flee from a target.
Declaration
public KaijuFleeMovement Flee(Vector3 target, float? distance = null, float? weight = null, bool? clear = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | target | The target. |
| System.Nullable<System.Single> | distance | At what distance from the target should the flee be considered successful. |
| System.Nullable<System.Single> | weight | The weight of this movement. |
| System.Nullable<System.Boolean> | clear | If this should clear all other current movement and become the only one the agent is performing. |
Returns
| Type | Description |
|---|---|
| KaijuFleeMovement | The flee movement to the target. |
GetActuator<T>(ISet<T>)
Get a
Declaration
public T GetActuator<T>(ISet<T> ignore = null)
where T : KaijuActuator
Parameters
| Type | Name | Description |
|---|---|---|
| System.Collections.Generic.ISet<T> | ignore | The optional set of |
Returns
| Type | Description |
|---|---|
| T | The first |
Type Parameters
| Name | Description |
|---|---|
| T | The type of |
GetActuators<T>()
Get all
Declaration
public HashSet<T> GetActuators<T>()
where T : KaijuActuator
Returns
| Type | Description |
|---|---|
| HashSet<T> | The set of |
Type Parameters
| Name | Description |
|---|---|
| T | The type of |
GetActuators<T>(ISet<T>)
Get all
Declaration
public int GetActuators<T>(ISet<T> actuators)
where T : KaijuActuator
Parameters
| Type | Name | Description |
|---|---|---|
| System.Collections.Generic.ISet<T> | actuators | The set of |
Returns
| Type | Description |
|---|---|
| System.Int32 | The number of |
Type Parameters
| Name | Description |
|---|---|
| T | The type of |
GetRadius()
Get the radius of an agent.
Declaration
public abstract float GetRadius()
Returns
| Type | Description |
|---|---|
| System.Single | The radius of the agent. |
GetSensor<T>(ISet<T>, Boolean)
Get a
Declaration
public T GetSensor<T>(ISet<T> ignore = null, bool automatic = true)
where T : KaijuSensor
Parameters
| Type | Name | Description |
|---|---|---|
| System.Collections.Generic.ISet<T> | ignore | The optional set of |
| System.Boolean | automatic | If you also want to allow the return of automatic |
Returns
| Type | Description |
|---|---|
| T | The first |
Type Parameters
| Name | Description |
|---|---|
| T | The type of |
GetSensors<T>(Boolean)
Get all
Declaration
public HashSet<T> GetSensors<T>(bool automatic = true)
where T : KaijuSensor
Parameters
| Type | Name | Description |
|---|---|---|
| System.Boolean | automatic | If you also want to allow the return of automatic |
Returns
| Type | Description |
|---|---|
| HashSet<T> | The set of |
Type Parameters
| Name | Description |
|---|---|
| T | The type of |
GetSensors<T>(ISet<T>, Boolean)
Get all
Declaration
public int GetSensors<T>(ISet<T> sensors, bool automatic = true)
where T : KaijuSensor
Parameters
| Type | Name | Description |
|---|---|---|
| System.Collections.Generic.ISet<T> | sensors | The set of |
| System.Boolean | automatic | If you also want to allow the return of automatic |
Returns
| Type | Description |
|---|---|
| System.Int32 | The number of |
Type Parameters
| Name | Description |
|---|---|
| T | The type of |
HasAnyIdentifier(IEnumerable<UInt32>)
If this agent has any one of a set of identifiers.
Declaration
public bool HasAnyIdentifier(IEnumerable<uint> collection)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Collections.Generic.IEnumerable<System.UInt32> | collection | The identifiers to check. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If this agent has any one of a set of identifiers. |
HasIdentifier(UInt32)
If this agent has an identifier.
Declaration
public bool HasIdentifier(uint identifier)
Parameters
| Type | Name | Description |
|---|---|---|
| System.UInt32 | identifier | The identifier to check. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If this agent has the identifier. |
Look(Single)
Handle look actions. There is no point in manually calling this.
Declaration
public void Look(float delta)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Single | delta | The time step. |
Move(Single)
Perform agent movement. There is no point in manually calling this.
Declaration
public abstract void Move(float delta)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Single | delta | The time step. |
ObstacleAvoidance(Nullable<Single>, Nullable<Single>, Nullable<Single>, Nullable<Single>, Nullable<Single>, Nullable<Single>, Nullable<Single>, Nullable<Boolean>)
Avoid obstacles.
Declaration
public KaijuObstacleAvoidanceMovement ObstacleAvoidance(float? avoidance = null, float? distance = null, float? sideDistance = null, float? angle = null, float? height = null, float? horizontal = null, float? weight = null, bool? clear = null)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Nullable<System.Single> | avoidance | The distance from a wall the agent should maintain. |
| System.Nullable<System.Single> | distance | The distance for rays. |
| System.Nullable<System.Single> | sideDistance | The distance of the side rays. Zero or less will use the Distance. |
| System.Nullable<System.Single> | angle | The angle for side rays. |
| System.Nullable<System.Single> | height | The height offset for the rays. |
| System.Nullable<System.Single> | horizontal | The horizontal shift for the side rays. |
| System.Nullable<System.Single> | weight | The weight of this movement. |
| System.Nullable<System.Boolean> | clear | If this should clear all other current movement and become the only one the agent is performing. |
Returns
| Type | Description |
|---|---|
| KaijuObstacleAvoidanceMovement |
PathFollow(Component, NavMeshQueryFilter, Nullable<Single>, Nullable<Single>, Int32, QueryTriggerInteraction, Nullable<Single>, Nullable<Boolean>)
Path following.
Declaration
public KaijuPathFollowMovement PathFollow(Component target, NavMeshQueryFilter filter, float? distance = null, float? autoCalculateDistance = 1F, int collisionMask = -5, QueryTriggerInteraction triggers = null, float? weight = null, bool? clear = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | target | The position to pathfind to. |
| NavMeshQueryFilter | filter | Filter for the navigation calculations. |
| System.Nullable<System.Single> | distance | The distance from the target to consider this movement done. |
| System.Nullable<System.Single> | autoCalculateDistance | The distance to automatically recalculate the path from, with NULL not performing recalculations automatically. |
| System.Int32 | collisionMask | The collision mask for string-pulling line-of-sight checks. |
| QueryTriggerInteraction | triggers | How line-of-sight checks should handle triggers. |
| System.Nullable<System.Single> | weight | The weight of this movement. |
| System.Nullable<System.Boolean> | clear | If this should clear all other current movement and become the only one the agent is performing. |
Returns
| Type | Description |
|---|---|
| KaijuPathFollowMovement |
PathFollow(Component, Int32, Nullable<Single>, Nullable<Single>, Int32, QueryTriggerInteraction, Nullable<Single>, Nullable<Boolean>)
Path following.
Declaration
public KaijuPathFollowMovement PathFollow(Component target, int areaMask = default(int), float? distance = null, float? autoCalculateDistance = 1F, int collisionMask = -5, QueryTriggerInteraction triggers = null, float? weight = null, bool? clear = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | target | The position to pathfind to. |
| System.Int32 | areaMask | A bitfield mask specifying which navigation mesh areas can be used for the path. |
| System.Nullable<System.Single> | distance | The distance from the target to consider this movement done. |
| System.Nullable<System.Single> | autoCalculateDistance | The distance to automatically recalculate the path from, with NULL not performing recalculations automatically. |
| System.Int32 | collisionMask | The collision mask for string-pulling line-of-sight checks. |
| QueryTriggerInteraction | triggers | How line-of-sight checks should handle triggers. |
| System.Nullable<System.Single> | weight | The weight of this movement. |
| System.Nullable<System.Boolean> | clear | If this should clear all other current movement and become the only one the agent is performing. |
Returns
| Type | Description |
|---|---|
| KaijuPathFollowMovement |
PathFollow(GameObject, NavMeshQueryFilter, Nullable<Single>, Nullable<Single>, Int32, QueryTriggerInteraction, Nullable<Single>, Nullable<Boolean>)
Path following.
Declaration
public KaijuPathFollowMovement PathFollow(GameObject target, NavMeshQueryFilter filter, float? distance = null, float? autoCalculateDistance = 1F, int collisionMask = -5, QueryTriggerInteraction triggers = null, float? weight = null, bool? clear = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | target | The position to pathfind to. |
| NavMeshQueryFilter | filter | Filter for the navigation calculations. |
| System.Nullable<System.Single> | distance | The distance from the target to consider this movement done. |
| System.Nullable<System.Single> | autoCalculateDistance | The distance to automatically recalculate the path from, with NULL not performing recalculations automatically. |
| System.Int32 | collisionMask | The collision mask for string-pulling line-of-sight checks. |
| QueryTriggerInteraction | triggers | How line-of-sight checks should handle triggers. |
| System.Nullable<System.Single> | weight | The weight of this movement. |
| System.Nullable<System.Boolean> | clear | If this should clear all other current movement and become the only one the agent is performing. |
Returns
| Type | Description |
|---|---|
| KaijuPathFollowMovement |
PathFollow(GameObject, Int32, Nullable<Single>, Nullable<Single>, Int32, QueryTriggerInteraction, Nullable<Single>, Nullable<Boolean>)
Path following.
Declaration
public KaijuPathFollowMovement PathFollow(GameObject target, int areaMask = default(int), float? distance = null, float? autoCalculateDistance = 1F, int collisionMask = -5, QueryTriggerInteraction triggers = null, float? weight = null, bool? clear = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | target | The position to pathfind to. |
| System.Int32 | areaMask | A bitfield mask specifying which navigation mesh areas can be used for the path. |
| System.Nullable<System.Single> | distance | The distance from the target to consider this movement done. |
| System.Nullable<System.Single> | autoCalculateDistance | The distance to automatically recalculate the path from, with NULL not performing recalculations automatically. |
| System.Int32 | collisionMask | The collision mask for string-pulling line-of-sight checks. |
| QueryTriggerInteraction | triggers | How line-of-sight checks should handle triggers. |
| System.Nullable<System.Single> | weight | The weight of this movement. |
| System.Nullable<System.Boolean> | clear | If this should clear all other current movement and become the only one the agent is performing. |
Returns
| Type | Description |
|---|---|
| KaijuPathFollowMovement |
PathFollow(Vector2, NavMeshQueryFilter, Nullable<Single>, Nullable<Single>, Int32, QueryTriggerInteraction, Nullable<Single>, Nullable<Boolean>)
Path following.
Declaration
public KaijuPathFollowMovement PathFollow(Vector2 target, NavMeshQueryFilter filter, float? distance = null, float? autoCalculateDistance = 1F, int collisionMask = -5, QueryTriggerInteraction triggers = null, float? weight = null, bool? clear = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | target | The position to pathfind to. |
| NavMeshQueryFilter | filter | Filter for the navigation calculations. |
| System.Nullable<System.Single> | distance | The distance from the target to consider this movement done. |
| System.Nullable<System.Single> | autoCalculateDistance | The distance to automatically recalculate the path from, with NULL not performing recalculations automatically. |
| System.Int32 | collisionMask | The collision mask for string-pulling line-of-sight checks. |
| QueryTriggerInteraction | triggers | How line-of-sight checks should handle triggers. |
| System.Nullable<System.Single> | weight | The weight of this movement. |
| System.Nullable<System.Boolean> | clear | If this should clear all other current movement and become the only one the agent is performing. |
Returns
| Type | Description |
|---|---|
| KaijuPathFollowMovement |
PathFollow(Vector2, Int32, Nullable<Single>, Nullable<Single>, Int32, QueryTriggerInteraction, Nullable<Single>, Nullable<Boolean>)
Path following.
Declaration
public KaijuPathFollowMovement PathFollow(Vector2 target, int areaMask = default(int), float? distance = null, float? autoCalculateDistance = 1F, int collisionMask = -5, QueryTriggerInteraction triggers = null, float? weight = null, bool? clear = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | target | The position to pathfind to. |
| System.Int32 | areaMask | A bitfield mask specifying which navigation mesh areas can be used for the path. |
| System.Nullable<System.Single> | distance | The distance from the target to consider this movement done. |
| System.Nullable<System.Single> | autoCalculateDistance | The distance to automatically recalculate the path from, with NULL not performing recalculations automatically. |
| System.Int32 | collisionMask | The collision mask for string-pulling line-of-sight checks. |
| QueryTriggerInteraction | triggers | How line-of-sight checks should handle triggers. |
| System.Nullable<System.Single> | weight | The weight of this movement. |
| System.Nullable<System.Boolean> | clear | If this should clear all other current movement and become the only one the agent is performing. |
Returns
| Type | Description |
|---|---|
| KaijuPathFollowMovement |
PathFollow(Vector3, NavMeshQueryFilter, Nullable<Single>, Nullable<Single>, Int32, QueryTriggerInteraction, Nullable<Single>, Nullable<Boolean>)
Path following.
Declaration
public KaijuPathFollowMovement PathFollow(Vector3 target, NavMeshQueryFilter filter, float? distance = null, float? autoCalculateDistance = 1F, int collisionMask = -5, QueryTriggerInteraction triggers = null, float? weight = null, bool? clear = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | target | The position to pathfind to. |
| NavMeshQueryFilter | filter | Filter for the navigation calculations. |
| System.Nullable<System.Single> | distance | The distance from the target to consider this movement done. |
| System.Nullable<System.Single> | autoCalculateDistance | The distance to automatically recalculate the path from, with NULL not performing recalculations automatically. |
| System.Int32 | collisionMask | The collision mask for string-pulling line-of-sight checks. |
| QueryTriggerInteraction | triggers | How line-of-sight checks should handle triggers. |
| System.Nullable<System.Single> | weight | The weight of this movement. |
| System.Nullable<System.Boolean> | clear | If this should clear all other current movement and become the only one the agent is performing. |
Returns
| Type | Description |
|---|---|
| KaijuPathFollowMovement |
PathFollow(Vector3, Int32, Nullable<Single>, Nullable<Single>, Int32, QueryTriggerInteraction, Nullable<Single>, Nullable<Boolean>)
Path following.
Declaration
public KaijuPathFollowMovement PathFollow(Vector3 target, int areaMask = default(int), float? distance = null, float? autoCalculateDistance = 1F, int collisionMask = -5, QueryTriggerInteraction triggers = null, float? weight = null, bool? clear = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | target | The position to pathfind to. |
| System.Int32 | areaMask | A bitfield mask specifying which navigation mesh areas can be used for the path. |
| System.Nullable<System.Single> | distance | The distance from the target to consider this movement done. |
| System.Nullable<System.Single> | autoCalculateDistance | The distance to automatically recalculate the path from, with NULL not performing recalculations automatically. |
| System.Int32 | collisionMask | The collision mask for string-pulling line-of-sight checks. |
| QueryTriggerInteraction | triggers | How line-of-sight checks should handle triggers. |
| System.Nullable<System.Single> | weight | The weight of this movement. |
| System.Nullable<System.Boolean> | clear | If this should clear all other current movement and become the only one the agent is performing. |
Returns
| Type | Description |
|---|---|
| KaijuPathFollowMovement |
Pursue(Component, Nullable<Single>, Nullable<Single>, Nullable<Boolean>)
Pursue to a target.
Declaration
public KaijuPursueMovement Pursue(Component target, float? distance = null, float? weight = null, bool? clear = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | target | The target. |
| System.Nullable<System.Single> | distance | At what distance from the target should the pursue be considered successful. |
| System.Nullable<System.Single> | weight | The weight of this movement. |
| System.Nullable<System.Boolean> | clear | If this should clear all other current movement and become the only one the agent is performing. |
Returns
| Type | Description |
|---|---|
| KaijuPursueMovement | The pursue movement to the target. |
Pursue(GameObject, Nullable<Single>, Nullable<Single>, Nullable<Boolean>)
Pursue to a target.
Declaration
public KaijuPursueMovement Pursue(GameObject target, float? distance = null, float? weight = null, bool? clear = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | target | The target. |
| System.Nullable<System.Single> | distance | At what distance from the target should the pursue be considered successful. |
| System.Nullable<System.Single> | weight | The weight of this movement. |
| System.Nullable<System.Boolean> | clear | If this should clear all other current movement and become the only one the agent is performing. |
Returns
| Type | Description |
|---|---|
| KaijuPursueMovement | The pursue movement to the target. |
Pursue(Vector2, Nullable<Single>, Nullable<Single>, Nullable<Boolean>)
Pursue to a target.
Declaration
public KaijuPursueMovement Pursue(Vector2 target, float? distance = null, float? weight = null, bool? clear = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | target | The target. |
| System.Nullable<System.Single> | distance | At what distance from the target should the pursue be considered successful. |
| System.Nullable<System.Single> | weight | The weight of this movement. |
| System.Nullable<System.Boolean> | clear | If this should clear all other current movement and become the only one the agent is performing. |
Returns
| Type | Description |
|---|---|
| KaijuPursueMovement | The pursue movement to the target. |
Pursue(Vector3, Nullable<Single>, Nullable<Single>, Nullable<Boolean>)
Pursue to a target.
Declaration
public KaijuPursueMovement Pursue(Vector3 target, float? distance = null, float? weight = null, bool? clear = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | target | The target. |
| System.Nullable<System.Single> | distance | At what distance from the target should the pursue be considered successful. |
| System.Nullable<System.Single> | weight | The weight of this movement. |
| System.Nullable<System.Boolean> | clear | If this should clear all other current movement and become the only one the agent is performing. |
Returns
| Type | Description |
|---|---|
| KaijuPursueMovement | The pursue movement to the target. |
RegisterActuator(KaijuActuator)
Register an
Declaration
public void RegisterActuator(KaijuActuator actuator)
Parameters
| Type | Name | Description |
|---|---|---|
| KaijuActuator | actuator | The |
RegisterSensor(KaijuSensor)
Register a
Declaration
public void RegisterSensor(KaijuSensor sensor)
Parameters
| Type | Name | Description |
|---|---|---|
| KaijuSensor | sensor | The |
RemoveIdentifier(UInt32)
Remove an identifier from this agent.
Declaration
public bool RemoveIdentifier(uint identifier)
Parameters
| Type | Name | Description |
|---|---|---|
| System.UInt32 | identifier | The identifier to remove. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If the identifier was removed. |
RemoveIdentifiers(IEnumerable<UInt32>)
Remove identifiers from this agent.
Declaration
public bool RemoveIdentifiers(IEnumerable<uint> collection)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Collections.Generic.IEnumerable<System.UInt32> | collection | The identifiers to remove. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If any of the identifiers were removed. |
Seek(Component, Nullable<Single>, Nullable<Single>, Nullable<Boolean>)
Seek to a target.
Declaration
public KaijuSeekMovement Seek(Component target, float? distance = null, float? weight = null, bool? clear = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | target | The target. |
| System.Nullable<System.Single> | distance | At what distance from the target should the seek be considered successful. |
| System.Nullable<System.Single> | weight | The weight of this movement. |
| System.Nullable<System.Boolean> | clear | If this should clear all other current movement and become the only one the agent is performing. |
Returns
| Type | Description |
|---|---|
| KaijuSeekMovement | The seek movement to the target. |
Seek(GameObject, Nullable<Single>, Nullable<Single>, Nullable<Boolean>)
Seek to a target.
Declaration
public KaijuSeekMovement Seek(GameObject target, float? distance = null, float? weight = null, bool? clear = null)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | target | The target. |
| System.Nullable<System.Single> | distance | At what distance from the target should the seek be considered successful. |
| System.Nullable<System.Single> | weight | The weight of this movement. |
| System.Nullable<System.Boolean> | clear | If this should clear all other current movement and become the only one the agent is performing. |
Returns
| Type | Description |
|---|---|
| KaijuSeekMovement | The seek movement to the target. |
Seek(Vector2, Nullable<Single>, Nullable<Single>, Nullable<Boolean>)
Seek to a target.
Declaration
public KaijuSeekMovement Seek(Vector2 target, float? distance = null, float? weight = null, bool? clear = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | target | The target. |
| System.Nullable<System.Single> | distance | At what distance from the target should the seek be considered successful. |
| System.Nullable<System.Single> | weight | The weight of this movement. |
| System.Nullable<System.Boolean> | clear | If this should clear all other current movement and become the only one the agent is performing. |
Returns
| Type | Description |
|---|---|
| KaijuSeekMovement | The seek movement to the target. |
Seek(Vector3, Nullable<Single>, Nullable<Single>, Nullable<Boolean>)
Seek to a target.
Declaration
public KaijuSeekMovement Seek(Vector3 target, float? distance = null, float? weight = null, bool? clear = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | target | The target. |
| System.Nullable<System.Single> | distance | At what distance from the target should the seek be considered successful. |
| System.Nullable<System.Single> | weight | The weight of this movement. |
| System.Nullable<System.Boolean> | clear | If this should clear all other current movement and become the only one the agent is performing. |
Returns
| Type | Description |
|---|---|
| KaijuSeekMovement | The seek movement to the target. |
Sense<T>(ICollection<T>, Boolean)
Manually run all
Declaration
public int Sense<T>(ICollection<T> sensors = null, bool automatic = false)
where T : KaijuSensor
Parameters
| Type | Name | Description |
|---|---|---|
| System.Collections.Generic.ICollection<T> | sensors | The optional set of |
| System.Boolean | automatic | If you also want to run automatic |
Returns
| Type | Description |
|---|---|
| System.Int32 | The number of |
Type Parameters
| Name | Description |
|---|---|
| T | The type of |
SenseAutomatic()
Execute all automatically-running
Declaration
public void SenseAutomatic()
SensorRun(KaijuSensor)
Called by a
Declaration
public void SensorRun(KaijuSensor sensor)
Parameters
| Type | Name | Description |
|---|---|---|
| KaijuSensor | sensor | The |
Separation(Nullable<Single>, Nullable<Single>, ICollection<UInt32>, Nullable<Single>, Nullable<Boolean>)
Separate from other agents.
Declaration
public KaijuSeparationMovement Separation(float? distance = null, float? coefficient = null, ICollection<uint> collection = null, float? weight = null, bool? clear = null)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Nullable<System.Single> | distance | The distance to avoid other agents from. |
| System.Nullable<System.Single> | coefficient | The coefficient to use for inverse square law separation. Zero will use linear separation. |
| System.Collections.Generic.ICollection<System.UInt32> | collection | What types of agents to avoid. |
| System.Nullable<System.Single> | weight | The weight of this movement. |
| System.Nullable<System.Boolean> | clear | If this should clear all other current movement and become the only one the agent is performing. |
Returns
| Type | Description |
|---|---|
| KaijuSeparationMovement |
SetIdentifier(UInt32)
Set an identifier to this agent.
Declaration
public void SetIdentifier(uint identifier)
Parameters
| Type | Name | Description |
|---|---|---|
| System.UInt32 | identifier | The identifier to set. |
SetIdentifiers(IEnumerable<UInt32>)
If this agent has any one of a set of identifiers.
Declaration
public void SetIdentifiers(IEnumerable<uint> collection)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Collections.Generic.IEnumerable<System.UInt32> | collection | The identifiers to check. |
Setup()
Initialize the agent. There is no point in manually calling this.
Declaration
public virtual void Setup()
Spawn()
Spawn this agent if it is not currently spawned. There is no point in manually calling this.
Declaration
public void Spawn()
Stop()
Stop all movement, including manual steering.
Declaration
public void Stop()
Stop(Component)
Stop an existing target movement in relation to a component.
Declaration
public int Stop(Component c)
Parameters
| Type | Name | Description |
|---|---|---|
| Component | c | The component to stop moving in relation to. |
Returns
| Type | Description |
|---|---|
| System.Int32 | The number of target movements which were stopped. |
Stop(GameObject)
Stop existing target movements in relation to a GameObject.
Declaration
public int Stop(GameObject go)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | go | The GameObject to stop moving in relation to. |
Returns
| Type | Description |
|---|---|
| System.Int32 | The number of target movements which were stopped. |
Stop(KaijuMovement)
Stop a movement of this agent.
Declaration
public bool Stop(KaijuMovement movement)
Parameters
| Type | Name | Description |
|---|---|---|
| KaijuMovement | movement | The movement to stop. |
Returns
| Type | Description |
|---|---|
| System.Boolean | True if this movement has been stopped, otherwise this movement was not a part of this agent and was not stopped. |
Stop(Int32)
Stop a movement by the given index.
Declaration
public bool Stop(int index)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Int32 | index | The index to stop. |
Returns
| Type | Description |
|---|---|
| System.Boolean | If the movement was stopped, with a failure indicating the index was out of bounds. |
Stop(Vector2)
Stop existing target movements in relation to a vector.
Declaration
public int Stop(Vector2 v)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector2 | v | The vector to stop moving in relation to. |
Returns
| Type | Description |
|---|---|
| System.Int32 | The number of target movements which were stopped. |
Stop(Vector3)
Stop existing target movements in relation to a vector.
Declaration
public int Stop(Vector3 v)
Parameters
| Type | Name | Description |
|---|---|---|
| Vector3 | v | The vector to stop moving in relation to. |
Returns
| Type | Description |
|---|---|
| System.Int32 | The number of target movements which were stopped. |
Stop<T>()
Stop all instances of a movement type. This checks for exact matches, not inherited classes.
Declaration
public bool Stop<T>()
where T : KaijuMovement
Returns
| Type | Description |
|---|---|
| System.Boolean | True if any instances were stopped. |
Type Parameters
| Name | Description |
|---|---|
| T | The type of movement to stop. |
StopLooking()
Stop explicitly looking at a target.
Declaration
public void StopLooking()
UnregisterActuator(KaijuActuator)
Unregister an
Declaration
public void UnregisterActuator(KaijuActuator actuator)
Parameters
| Type | Name | Description |
|---|---|---|
| KaijuActuator | actuator | The |
UnregisterSensor(KaijuSensor)
Unregister a
Declaration
public void UnregisterSensor(KaijuSensor sensor)
Parameters
| Type | Name | Description |
|---|---|---|
| KaijuSensor | sensor | The |
Wander(Nullable<Single>, Nullable<Single>, Nullable<Single>, Nullable<Boolean>)
Wander.
Declaration
public KaijuWanderMovement Wander(float? distance = null, float? radius = null, float? weight = null, bool? clear = null)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Nullable<System.Single> | distance | How far out to generate the wander circle. |
| System.Nullable<System.Single> | radius | The radius of the wander circle. |
| System.Nullable<System.Single> | weight | The weight of this movement. |
| System.Nullable<System.Boolean> | clear | If this should clear all other current movement and become the only one the agent is performing. |
Returns
| Type | Description |
|---|---|
| KaijuWanderMovement | The wander movement. |
Events
OnActuatorDisabled
Callback for when an
Declaration
public event KaijuActuatorAction OnActuatorDisabled
Event Type
| Type | Description |
|---|---|
| KaijuActuatorAction |
OnActuatorDone
Callback for when an
Declaration
public event KaijuActuatorAction OnActuatorDone
Event Type
| Type | Description |
|---|---|
| KaijuActuatorAction |
OnActuatorEnabled
Callback for when an
Declaration
public event KaijuActuatorAction OnActuatorEnabled
Event Type
| Type | Description |
|---|---|
| KaijuActuatorAction |
OnActuatorExecuting
Callback for when an
Declaration
public event KaijuActuatorAction OnActuatorExecuting
Event Type
| Type | Description |
|---|---|
| KaijuActuatorAction |
OnActuatorFailed
Callback for when an
Declaration
public event KaijuActuatorAction OnActuatorFailed
Event Type
| Type | Description |
|---|---|
| KaijuActuatorAction |
OnActuatorInterrupted
Callback for when an
Declaration
public event KaijuActuatorAction OnActuatorInterrupted
Event Type
| Type | Description |
|---|---|
| KaijuActuatorAction |
OnActuatorStarted
Callback for when an
Declaration
public event KaijuActuatorAction OnActuatorStarted
Event Type
| Type | Description |
|---|---|
| KaijuActuatorAction |
OnAutomaticSense
Callback for when all automatic
Declaration
public event KaijuAction OnAutomaticSense
Event Type
| Type | Description |
|---|---|
| KaijuAction |
OnAutomaticSenseGlobal
Global callback for when all automatic
Declaration
public static event KaijuAgentAction OnAutomaticSenseGlobal
Event Type
| Type | Description |
|---|---|
| KaijuAgentAction |
OnAutoRotate
Autorotation changed callback.
Declaration
public event KaijuAction OnAutoRotate
Event Type
| Type | Description |
|---|---|
| KaijuAction |
OnAutoRotateGlobal
Global autorotation speed changed callback.
Declaration
public static event KaijuAgentAction OnAutoRotateGlobal
Event Type
| Type | Description |
|---|---|
| KaijuAgentAction |
OnDestroyed
Callback for when this has finishing becoming destroyed.
Declaration
public event KaijuAction OnDestroyed
Event Type
| Type | Description |
|---|---|
| KaijuAction |
OnDestroyedGlobal
Global callback for when this has finishing becoming destroyed.
Declaration
public static event KaijuAgentAction OnDestroyedGlobal
Event Type
| Type | Description |
|---|---|
| KaijuAgentAction |
OnDisabled
Callback for when this has finishing becoming disabled.
Declaration
public event KaijuAction OnDisabled
Event Type
| Type | Description |
|---|---|
| KaijuAction |
OnDisabledGlobal
Global callback for when this has finishing becoming disabled.
Declaration
public static event KaijuAgentAction OnDisabledGlobal
Event Type
| Type | Description |
|---|---|
| KaijuAgentAction |
OnEnabled
Callback for when this has finishing becoming enabled.
Declaration
public event KaijuAction OnEnabled
Event Type
| Type | Description |
|---|---|
| KaijuAction |
OnEnabledGlobal
Global callback for when this has finishing becoming enabled.
Declaration
public static event KaijuAgentAction OnEnabledGlobal
Event Type
| Type | Description |
|---|---|
| KaijuAgentAction |
OnLookSpeed
Look speed changed callback.
Declaration
public event KaijuAction OnLookSpeed
Event Type
| Type | Description |
|---|---|
| KaijuAction |
OnLookSpeedGlobal
Global look speed changed callback.
Declaration
public static event KaijuAgentAction OnLookSpeedGlobal
Event Type
| Type | Description |
|---|---|
| KaijuAgentAction |
OnLookTarget
Callback for when the look target has been set.
Declaration
public event KaijuAction OnLookTarget
Event Type
| Type | Description |
|---|---|
| KaijuAction |
OnLookTargetGlobal
Global callback for when the look target has been set.
Declaration
public static event KaijuAgentAction OnLookTargetGlobal
Event Type
| Type | Description |
|---|---|
| KaijuAgentAction |
OnMove
Callback for when this agent has moved.
Declaration
public event KaijuAction OnMove
Event Type
| Type | Description |
|---|---|
| KaijuAction |
OnMoveAcceleration
Movement acceleration changed callback.
Declaration
public event KaijuAction OnMoveAcceleration
Event Type
| Type | Description |
|---|---|
| KaijuAction |
OnMoveAccelerationGlobal
Global movement acceleration changed callback.
Declaration
public static event KaijuAgentAction OnMoveAccelerationGlobal
Event Type
| Type | Description |
|---|---|
| KaijuAgentAction |
OnMoveGlobal
Global callback for when this agent has moved.
Declaration
public static event KaijuAgentAction OnMoveGlobal
Event Type
| Type | Description |
|---|---|
| KaijuAgentAction |
OnMovementPerformed
Callback for when a KaijuMovement has been performed.
Declaration
public event KaijuMovementAction OnMovementPerformed
Event Type
| Type | Description |
|---|---|
| KaijuMovementAction |
OnMovementStarted
Callback for when a KaijuMovement has started.
Declaration
public event KaijuMovementAction OnMovementStarted
Event Type
| Type | Description |
|---|---|
| KaijuMovementAction |
OnMovementStopped
Callback for when a KaijuMovement has stopped.
Declaration
public event KaijuMovementAction OnMovementStopped
Event Type
| Type | Description |
|---|---|
| KaijuMovementAction |
OnMoveSpeed
Movement speed changed callback.
Declaration
public event KaijuAction OnMoveSpeed
Event Type
| Type | Description |
|---|---|
| KaijuAction |
OnMoveSpeedGlobal
Global movement speed changed callback.
Declaration
public static event KaijuAgentAction OnMoveSpeedGlobal
Event Type
| Type | Description |
|---|---|
| KaijuAgentAction |
OnSense
Callback for when a
Declaration
public event KaijuSensorAction OnSense
Event Type
| Type | Description |
|---|---|
| KaijuSensorAction |
OnSensorDisabled
Callback for when a
Declaration
public event KaijuSensorAction OnSensorDisabled
Event Type
| Type | Description |
|---|---|
| KaijuSensorAction |
OnSensorEnabled
Callback for when a
Declaration
public event KaijuSensorAction OnSensorEnabled
Event Type
| Type | Description |
|---|---|
| KaijuSensorAction |
Operators
Implicit(GameObject to KaijuAgent)
Implicit conversion from a GameObject.
Declaration
public static implicit operator KaijuAgent(GameObject o)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | o | The GameObject. |
Returns
| Type | Description |
|---|---|
| KaijuAgent | The agent attached to the GameObject if there was one. |
Implicit(KaijuAgent to KaijuController)
Implicit conversion to a KaijuController.
Declaration
public static implicit operator KaijuController(KaijuAgent a)
Parameters
| Type | Name | Description |
|---|---|---|
| KaijuAgent | a | The agent. |
Returns
| Type | Description |
|---|---|
| KaijuController | The KaijuController attached to the agent if there was one. |
Implicit(KaijuAgent to KaijuGlobalController)
Implicit conversion to a KaijuGlobalController.
Declaration
public static implicit operator KaijuGlobalController(KaijuAgent a)
Parameters
| Type | Name | Description |
|---|---|---|
| KaijuAgent | a | The agent. |
Returns
| Type | Description |
|---|---|
| KaijuGlobalController | The KaijuGlobalController attached to the agent if there was one. |
Implicit(KaijuAgent to Int16)
Implicit conversion to a short integer based on the number of Movements.
Declaration
public static implicit operator short (KaijuAgent a)
Parameters
| Type | Name | Description |
|---|---|---|
| KaijuAgent | a | The agent. |
Returns
| Type | Description |
|---|---|
| System.Int16 | The number of Movements. |
Implicit(KaijuAgent to Int32)
Implicit conversion to an integer based on the number of Movements.
Declaration
public static implicit operator int (KaijuAgent a)
Parameters
| Type | Name | Description |
|---|---|---|
| KaijuAgent | a | The agent. |
Returns
| Type | Description |
|---|---|
| System.Int32 | The number of Movements. |
Implicit(KaijuAgent to Int64)
Implicit conversion to a long integer based on the number of Movements.
Declaration
public static implicit operator long (KaijuAgent a)
Parameters
| Type | Name | Description |
|---|---|---|
| KaijuAgent | a | The agent. |
Returns
| Type | Description |
|---|---|
| System.Int64 | The number of Movements. |
Implicit(KaijuAgent to Nullable<Int16>)
Implicit conversion to a nullable short integer based on the number of Movements.
Declaration
public static implicit operator short? (KaijuAgent a)
Parameters
| Type | Name | Description |
|---|---|---|
| KaijuAgent | a | The agent. |
Returns
| Type | Description |
|---|---|
| System.Nullable<System.Int16> | The number of Movements. |
Implicit(KaijuAgent to Nullable<Int32>)
Implicit conversion to a nullable integer based on the number of Movements.
Declaration
public static implicit operator int? (KaijuAgent a)
Parameters
| Type | Name | Description |
|---|---|---|
| KaijuAgent | a | The agent. |
Returns
| Type | Description |
|---|---|
| System.Nullable<System.Int32> | The number of Movements. |
Implicit(KaijuAgent to Nullable<Int64>)
Implicit conversion to a nullable long integer based on the number of Movements.
Declaration
public static implicit operator long? (KaijuAgent a)
Parameters
| Type | Name | Description |
|---|---|---|
| KaijuAgent | a | The agent. |
Returns
| Type | Description |
|---|---|
| System.Nullable<System.Int64> | The number of Movements. |
Implicit(KaijuAgent to Nullable<UInt16>)
Implicit conversion to a nullable unsigned short integer based on the number of Movements.
Declaration
public static implicit operator ushort? (KaijuAgent a)
Parameters
| Type | Name | Description |
|---|---|---|
| KaijuAgent | a | The agent. |
Returns
| Type | Description |
|---|---|
| System.Nullable<System.UInt16> | The number of Movements. |
Implicit(KaijuAgent to Nullable<UInt32>)
Implicit conversion to a nullable unsigned integer based on the number of Movements.
Declaration
public static implicit operator uint? (KaijuAgent a)
Parameters
| Type | Name | Description |
|---|---|---|
| KaijuAgent | a | The agent. |
Returns
| Type | Description |
|---|---|
| System.Nullable<System.UInt32> | The number of Movements. |
Implicit(KaijuAgent to Nullable<UInt64>)
Implicit conversion to a nullable unsigned long integer based on the number of Movements.
Declaration
public static implicit operator ulong? (KaijuAgent a)
Parameters
| Type | Name | Description |
|---|---|---|
| KaijuAgent | a | The agent. |
Returns
| Type | Description |
|---|---|
| System.Nullable<System.UInt64> | The number of Movements. |
Implicit(KaijuAgent to UInt16)
Implicit conversion to an unsigned short integer based on the number of Movements.
Declaration
public static implicit operator ushort (KaijuAgent a)
Parameters
| Type | Name | Description |
|---|---|---|
| KaijuAgent | a | The agent. |
Returns
| Type | Description |
|---|---|
| System.UInt16 | The number of Movements. |
Implicit(KaijuAgent to UInt32)
Implicit conversion to an unsigned integer based on the number of Movements.
Declaration
public static implicit operator uint (KaijuAgent a)
Parameters
| Type | Name | Description |
|---|---|---|
| KaijuAgent | a | The agent. |
Returns
| Type | Description |
|---|---|
| System.UInt32 | The number of Movements. |
Implicit(KaijuAgent to UInt64)
Implicit conversion to an unsigned long integer based on the number of Movements.
Declaration
public static implicit operator ulong (KaijuAgent a)
Parameters
| Type | Name | Description |
|---|---|---|
| KaijuAgent | a | The agent. |
Returns
| Type | Description |
|---|---|
| System.UInt64 | The number of Movements. |
Implicit(Transform to KaijuAgent)
Implicit conversion from a transform.
Declaration
public static implicit operator KaijuAgent(Transform t)
Parameters
| Type | Name | Description |
|---|---|---|
| Transform | t | The transform. |
Returns
| Type | Description |
|---|---|
| KaijuAgent | The agent attached to the transform if there was one. |