Millz
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- Joined
- Jan 15, 2010
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Some notes from the Store Developer Skype Chat.
Navigator.GeneratePath()
-> Won't be implemented. Total path distance can be obtained from Navigator.LookupPathInfo(WoWObject).Distance
MeshNavigator.CurrentMovePath
-> Won't be implemented. Next path hop can be obtained from WoWMovement.ClickToMoveInfo.ClickPos
WoWObject.CanNavigateFully()
-> Use Navigator.LookupPathInfo(unit).Navigability. Botbase must be pulsing Navigator for this to work (PulseFlags.Navigator). If using built in Targeting class - navigability checks are already done - and unnavigable units are filtered out. QuestBehaviors inheriting from QuestBehaviourCore also perform this filtering automatically - as this is also hooking into the Targeting class.
Navigator.FindHeights()
-> Use Navigator.SamplePointsAsync(). SamplePointsParameters allows setting the type of points you're interested in (i.e. NavigableTo, Any). Don't directly await functions suffixed with Async (i.e. await Navigator.SamplePointsAsync()). This must be called as an external task (Coroutine.ExternalTask()).
Vector3.Location wants 2 input values
-> Set the directive 'using Styx.Common;' to access the Vector3Extensions provided - this allows accessing the extension method that passes in the first vector as the first parameter.
Mesh Tile AbilityFlags
-> Modifying mesh tiles to set AbilityFlags (i.e. Walkable, Unwalkable) is no longer possible. A workaround will need to be built into the core.
Navigator.MoveTo fails to move
-> Check MoveResult.IsSuccessful. If failing - change decision.
Navigator.GeneratePath()
-> Won't be implemented. Total path distance can be obtained from Navigator.LookupPathInfo(WoWObject).Distance
MeshNavigator.CurrentMovePath
-> Won't be implemented. Next path hop can be obtained from WoWMovement.ClickToMoveInfo.ClickPos
WoWObject.CanNavigateFully()
-> Use Navigator.LookupPathInfo(unit).Navigability. Botbase must be pulsing Navigator for this to work (PulseFlags.Navigator). If using built in Targeting class - navigability checks are already done - and unnavigable units are filtered out. QuestBehaviors inheriting from QuestBehaviourCore also perform this filtering automatically - as this is also hooking into the Targeting class.
Navigator.FindHeights()
-> Use Navigator.SamplePointsAsync(). SamplePointsParameters allows setting the type of points you're interested in (i.e. NavigableTo, Any). Don't directly await functions suffixed with Async (i.e. await Navigator.SamplePointsAsync()). This must be called as an external task (Coroutine.ExternalTask()).
Vector3.Location wants 2 input values
-> Set the directive 'using Styx.Common;' to access the Vector3Extensions provided - this allows accessing the extension method that passes in the first vector as the first parameter.
Mesh Tile AbilityFlags
-> Modifying mesh tiles to set AbilityFlags (i.e. Walkable, Unwalkable) is no longer possible. A workaround will need to be built into the core.
Navigator.MoveTo fails to move
-> Check MoveResult.IsSuccessful. If failing - change decision.