using UnityEngine; using Pathfinding.Util; namespace Pathfinding { // Obsolete methods in AIPath public partial class AIPath { /// /// True if the end of the path has been reached. /// Deprecated: When unifying the interfaces for different movement scripts, this property has been renamed to /// [System.Obsolete("When unifying the interfaces for different movement scripts, this property has been renamed to reachedEndOfPath. [AstarUpgradable: 'TargetReached' -> 'reachedEndOfPath']")] public bool TargetReached { get { return reachedEndOfPath; } } /// /// Rotation speed. /// Deprecated: This field has been renamed to and is now in degrees per second instead of a damping factor. /// [System.Obsolete("This field has been renamed to #rotationSpeed and is now in degrees per second instead of a damping factor")] public float turningSpeed { get { return rotationSpeed/90; } set { rotationSpeed = value*90; } } /// /// Maximum speed in world units per second. /// Deprecated: Use instead /// [System.Obsolete("This member has been deprecated. Use 'maxSpeed' instead. [AstarUpgradable: 'speed' -> 'maxSpeed']")] public float speed { get { return maxSpeed; } set { maxSpeed = value; } } /// /// Direction that the agent wants to move in (excluding physics and local avoidance). /// Deprecated: Only exists for compatibility reasons. Use or instead instead. /// [System.Obsolete("Only exists for compatibility reasons. Use desiredVelocity or steeringTarget instead.")] public Vector3 targetDirection { get { return (steeringTarget - tr.position).normalized; } } /// /// Current desired velocity of the agent (excluding physics and local avoidance but it includes gravity). /// Deprecated: This method no longer calculates the velocity. Use the property instead. /// [System.Obsolete("This method no longer calculates the velocity. Use the desiredVelocity property instead")] public Vector3 CalculateVelocity (Vector3 position) { return desiredVelocity; } } // Obsolete methods in RichAI public partial class RichAI { /// /// Force recalculation of the current path. /// If there is an ongoing path calculation, it will be canceled (so make sure you leave time for the paths to get calculated before calling this function again). /// /// Deprecated: Use instead /// [System.Obsolete("Use SearchPath instead. [AstarUpgradable: 'UpdatePath' -> 'SearchPath']")] public void UpdatePath () { SearchPath(); } /// /// Current velocity of the agent. /// Includes velocity due to gravity. /// Deprecated: Use instead (lowercase 'v'). /// [System.Obsolete("Use velocity instead (lowercase 'v'). [AstarUpgradable: 'Velocity' -> 'velocity']")] public Vector3 Velocity { get { return velocity; } } /// /// Waypoint that the agent is moving towards. /// This is either a corner in the path or the end of the path. /// Deprecated: Use steeringTarget instead. /// [System.Obsolete("Use steeringTarget instead. [AstarUpgradable: 'NextWaypoint' -> 'steeringTarget']")] public Vector3 NextWaypoint { get { return steeringTarget; } } /// /// \details /// Deprecated: Use Vector3.Distance(transform.position, ai.steeringTarget) instead. /// [System.Obsolete("Use Vector3.Distance(transform.position, ai.steeringTarget) instead.")] public float DistanceToNextWaypoint { get { return distanceToSteeringTarget; } } /// Search for new paths repeatedly [System.Obsolete("Use canSearch instead. [AstarUpgradable: 'repeatedlySearchPaths' -> 'canSearch']")] public bool repeatedlySearchPaths { get { return canSearch; } set { canSearch = value; } } /// /// True if the end of the path has been reached. /// Deprecated: When unifying the interfaces for different movement scripts, this property has been renamed to /// [System.Obsolete("When unifying the interfaces for different movement scripts, this property has been renamed to reachedEndOfPath (lowercase t). [AstarUpgradable: 'TargetReached' -> 'reachedEndOfPath']")] public bool TargetReached { get { return reachedEndOfPath; } } /// /// True if a path to the target is currently being calculated. /// Deprecated: Use instead (lowercase 'p'). /// [System.Obsolete("Use pathPending instead (lowercase 'p'). [AstarUpgradable: 'PathPending' -> 'pathPending']")] public bool PathPending { get { return pathPending; } } /// /// \details /// Deprecated: Use approachingPartEndpoint (lowercase 'a') instead /// [System.Obsolete("Use approachingPartEndpoint (lowercase 'a') instead")] public bool ApproachingPartEndpoint { get { return approachingPartEndpoint; } } /// /// \details /// Deprecated: Use approachingPathEndpoint (lowercase 'a') instead /// [System.Obsolete("Use approachingPathEndpoint (lowercase 'a') instead")] public bool ApproachingPathEndpoint { get { return approachingPathEndpoint; } } /// /// \details /// Deprecated: This property has been renamed to 'traversingOffMeshLink' /// [System.Obsolete("This property has been renamed to 'traversingOffMeshLink'. [AstarUpgradable: 'TraversingSpecial' -> 'traversingOffMeshLink']")] public bool TraversingSpecial { get { return traversingOffMeshLink; } } /// /// Current waypoint that the agent is moving towards. /// Deprecated: This property has been renamed to /// [System.Obsolete("This property has been renamed to steeringTarget")] public Vector3 TargetPoint { get { return steeringTarget; } } [UnityEngine.Serialization.FormerlySerializedAs("anim")][SerializeField][HideInInspector] Animation animCompatibility; /// /// Anim for off-mesh links. /// Deprecated: Use the onTraverseOffMeshLink event or the ... component instead. Setting this value will add a ... component /// [System.Obsolete("Use the onTraverseOffMeshLink event or the ... component instead. Setting this value will add a ... component")] public Animation anim { get { var setter = GetComponent(); return setter != null ? setter.anim : null; } set { animCompatibility = null; var setter = GetComponent(); if (setter == null) setter = gameObject.AddComponent(); setter.anim = value; } } } }