71 lines
1.8 KiB
Ucode
71 lines
1.8 KiB
Ucode
|
/**
|
||
|
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
|
||
|
*/
|
||
|
class NavMeshPath_Toward extends NavMeshPathConstraint
|
||
|
native(AI);
|
||
|
|
||
|
/** when TRUE we will bias against paths which leave our high level path pylon list (as marked by bPylonInHighLevelPath on the pylon ) */
|
||
|
var bool bBiasAgainstHighLevelPath;
|
||
|
/** when above is true, how much cost to apply to the heuristic when an edge leaves the high level path */
|
||
|
var float OutOfHighLevelPathBias;
|
||
|
|
||
|
cpptext
|
||
|
{
|
||
|
// Interface
|
||
|
virtual UBOOL EvaluatePath( FNavMeshEdgeBase* Edge, FNavMeshEdgeBase* PredecessorEdge, FNavMeshPolyBase* SrcPoly, FNavMeshPolyBase* DestPoly, const FNavMeshPathParams& PathParams, INT& out_PathCost, INT& out_HeuristicCost, const FVector& EdgePoint );
|
||
|
}
|
||
|
|
||
|
/** Goal trying to find path toward */
|
||
|
var Actor GoalActor;
|
||
|
/** Goal trying to find path toward */
|
||
|
var Vector GoalPoint;
|
||
|
|
||
|
static function bool TowardGoal( NavigationHandle NavHandle, Actor Goal )
|
||
|
{
|
||
|
local NavMeshPath_Toward Con;
|
||
|
|
||
|
if( NavHandle != None && Goal != None )
|
||
|
{
|
||
|
Con = NavMeshPath_Toward(NavHandle.CreatePathConstraint(default.class));
|
||
|
if( Con != None )
|
||
|
{
|
||
|
Con.GoalActor = Goal;
|
||
|
NavHandle.AddPathConstraint( Con );
|
||
|
return TRUE;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
static function bool TowardPoint( NavigationHandle NavHandle, Vector Point )
|
||
|
{
|
||
|
local NavMeshPath_Toward Con;
|
||
|
|
||
|
if( NavHandle != None && Point != Vect(0,0,0) )
|
||
|
{
|
||
|
Con = NavMeshPath_Toward(NavHandle.CreatePathConstraint(default.class));
|
||
|
if( Con != None )
|
||
|
{
|
||
|
Con.GoalPoint = Point;
|
||
|
NavHandle.AddPathConstraint( Con );
|
||
|
return TRUE;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
function Recycle()
|
||
|
{
|
||
|
Super.Recycle();
|
||
|
GoalActor=none;
|
||
|
GoalPoint=default.GoalPoint;
|
||
|
}
|
||
|
|
||
|
defaultproperties
|
||
|
{
|
||
|
bBiasAgainstHighLevelPath=true
|
||
|
OutOfHighLevelPathBias=5000
|
||
|
}
|