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; } } }