53 lines
1.5 KiB
Ucode
53 lines
1.5 KiB
Ucode
/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class NavMeshPath_WithinTraversalDist extends NavMeshPathConstraint
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native(AI);
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cpptext
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{
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// Interface
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virtual UBOOL EvaluatePath( FNavMeshEdgeBase* Edge, FNavMeshEdgeBase* PredecessorEdge, FNavMeshPolyBase* SrcPoly, FNavMeshPolyBase* DestPoly, const FNavMeshPathParams& PathParams, INT& out_PathCost, INT& out_HeuristicCost, const FVector& EdgePoint );
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}
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/** Maximum distance to traverse along a branch */
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var() float MaxTraversalDist;
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/** if this is on instead of throwing out nodes outside traversal distance they will be gradiently penalized the further out they are */
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var() bool bSoft;
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/** when a path exceeds specified traversal distance this penantly will be applied, and scaled up depending on how far outside the dist it is */
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var() float SoftStartPenalty;
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static function bool DontExceedMaxDist( NavigationHandle NavHandle, float InMaxTraversalDist, bool bInSoft=true )
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{
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local NavMeshPath_WithinTraversalDist Con;
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if( NavHandle != None && InMaxTraversalDist > 0.f )
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{
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Con = NavMeshPath_WithinTraversalDist(NavHandle.CreatePathConstraint(default.class));
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if( Con != None )
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{
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Con.MaxTraversalDist = InMaxTraversalDist;
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Con.bSoft = bInSoft;
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NavHandle.AddPathConstraint( Con );
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return TRUE;
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}
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}
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return FALSE;
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}
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function Recycle()
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{
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Super.Recycle();
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MaxTraversalDist=default.MaxTraversalDist;
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bSoft=default.bSoft;
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SoftStartPenalty=default.SoftStartPenalty;
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}
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defaultproperties
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{
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bSoft=true
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SoftStartPenalty=320.0f
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}
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