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;
}
}
}