Class NavLink
The off-mesh link objects used to define a custom point-to-point edge within the navigation graph. An off-mesh connection is a user defined traversable connection made up to two vertices, at least one of which resides within a navigation mesh polygon allowing movement outside the navigation mesh.
Inherited Members
Assembly: FlaxEngine.dll
File: Engine/Navigation/NavLink.h
Syntax
public class NavLink : public Actor
Fields
BiDirectional
Flag used to define links that can be traversed in both directions. When set to false the link can only be traversed from start to end.
Declaration
public bool BiDirectional
Field Value
bool
|
End
The end location which transform is representing link end position. It is defined in local-space of the actor.
Declaration
public Vector3 End
Field Value
Vector3
|
Radius
The maximum radius of the agents that can go through the link.
Declaration
public float Radius
Field Value
float
|
Start
The start location which transform is representing link start position. It is defined in local-space of the actor.
Declaration
public Vector3 Start
Field Value
Vector3
|
Methods
Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)
Deserializes object from the input stream.
Declaration
public virtual void Deserialize(DeserializeStream& stream, ISerializeModifier* modifier) override
Parameters
DeserializeStream
stream
The input stream. |
ISerializeModifier
modifier
The deserialization modifier object. Always valid. |
Overrides
OnDebugDrawSelected()
Draws debug shapes for the selected actor and all child scripts.
Declaration
public virtual void OnDebugDrawSelected() override
Overrides
OnDisable()
Called when actor gets removed from game systems. Occurs on EndPlay event or when actor gets inactivated in hierarchy. Use this event to unregister object from other game system (eg. audio).
Declaration
public virtual void OnDisable() override
Overrides
OnEnable()
Called when actor gets added to game systems. Occurs on BeginPlay event or when actor gets activated in hierarchy. Use this event to register object to other game system (eg. audio).
Declaration
public virtual void OnEnable() override
Overrides
OnTransformChanged()
Called when actor transform gets changed.
Declaration
protected virtual void OnTransformChanged() override
Overrides
Serialize(SerializeStream& stream, const void* otherObj)
Serializes object to the output stream compared to the values of the other object instance (eg. default class object). If other object is null then serialize all properties.
Declaration
public virtual void Serialize(SerializeStream& stream, const void* otherObj) override
Parameters
SerializeStream
stream
The output stream. |
void
otherObj
The instance of the object to compare with and serialize only the modified properties. If null, then serialize all properties. |