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NavMesh.cs
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NavMesh.cs
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using \u003CCppImplementationDetails\u003E;
using LeagueSharp.Native;
using SharpDX;
using System;
using System.Runtime.InteropServices;
namespace LeagueSharp
{
public static class NavMesh
{
/// <summary>
/// Returns the height of the NavMesh
///
/// </summary>
public static short Height
{
get
{
}
}
/// <summary>
/// Returns the width of the NavMesh
///
/// </summary>
public static short Width
{
get
{
}
}
/// <summary>
/// Checks if you have line of sight from A to B
///
/// </summary>
[return: MarshalAs(UnmanagedType.U1)]
public static bool LineOfSightTest(Vector3 start, Vector3 end, out Vector3 collision)
{
}
/// <summary>
/// Checks if you have line of sight from A to B
///
/// </summary>
[return: MarshalAs(UnmanagedType.U1)]
public static bool LineOfSightTest(Vector3 start, Vector3 end)
{
}
/// <summary>
/// Checks if there is a wall of grass at the given position.
///
/// </summary>
[return: MarshalAs(UnmanagedType.U1)]
public static bool IsWallOfGrass(float x, float y, float radius)
{
}
[return: MarshalAs(UnmanagedType.U1)]
public static bool IsWallOfGrass(Vector3 position, float radius)
{
}
/// <summary>
/// Returns the Z axis for the given position
///
/// </summary>
public static float GetHeightForPosition(float x, float y)
{
}
/// <summary>
/// Returns the Collision Flags for the given coordinates.
///
/// </summary>
public static CollisionFlags GetCollisionFlags(float x, float y)
{
}
/// <summary>
/// Returns the Collision Flags for the given coordinates.
///
/// </summary>
public static CollisionFlags GetCollisionFlags(Vector3 position)
{
}
public static NavMeshCell GetCell(short x, short y)
{
}
public static Vector3 GridToWorld(short x, short y)
{
}
public static Vector2 WorldToGrid(float x, float y)
{
}
}
}