---@meta -- AUTOMATICALLY GENERATED, DO NOT EDIT BY HAND local UnityEngine = {} UnityEngine.AI = {} --- @class UnityEngine.AI.NavMesh --- FIXME: Wrapped UnityEngine.AI.NavMesh for Lua and WASM --- @access AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@field AllAreas System.Int32 ---@access_get AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@access_set NONE NONE NONE ---@field avoidancePredictionTime System.Single ---@access_get AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@access_set AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@field onPreUpdate UnityEngine.AI.NavMesh.OnNavMeshPreUpdate ---@access_get AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@access_set AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@field pathfindingIterationsPerFrame System.Int32 ---@access_get AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@access_set AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER UnityEngine.AI.NavMesh = {} UnityEngine.AI.NavMesh.AllAreas = 0 UnityEngine.AI.NavMesh.avoidancePredictionTime = 0.0 UnityEngine.AI.NavMesh.onPreUpdate = nil UnityEngine.AI.NavMesh.pathfindingIterationsPerFrame = 0 ---@param sourcePosition UnityEngine.Vector3: ---@param targetPosition UnityEngine.Vector3: ---@param areaMask System.Int32: ---@param path UnityEngine.AI.NavMeshPath: ---@return System.Boolean ---@access AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER function UnityEngine.AI.NavMesh.CalculatePath (sourcePosition, targetPosition, areaMask, path) return true end -- static ---@param sourcePosition UnityEngine.Vector3: ---@param targetPosition UnityEngine.Vector3: ---@param filter UnityEngine.AI.NavMeshQueryFilter: ---@param path UnityEngine.AI.NavMeshPath: ---@return System.Boolean ---@access AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER function UnityEngine.AI.NavMesh.CalculatePath (sourcePosition, targetPosition, filter, path) return true end -- static ---@param sourcePosition UnityEngine.Vector3: ---@param hit UnityEngine.AI.NavMeshHit: ---@param areaMask System.Int32: ---@return System.Boolean ---@access AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER function UnityEngine.AI.NavMesh.FindClosestEdge (sourcePosition, hit, areaMask) return true end -- static ---@param sourcePosition UnityEngine.Vector3: ---@param hit UnityEngine.AI.NavMeshHit: ---@param filter UnityEngine.AI.NavMeshQueryFilter: ---@return System.Boolean ---@access AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER function UnityEngine.AI.NavMesh.FindClosestEdge (sourcePosition, hit, filter) return true end -- static ---@param areaIndex System.Int32: ---@return System.Single ---@access AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER function UnityEngine.AI.NavMesh.GetAreaCost (areaIndex) return 0.0 end -- static ---@param areaName System.String: ---@return System.Int32 ---@access AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER function UnityEngine.AI.NavMesh.GetAreaFromName (areaName) return 0 end -- static ---@param agentTypeID System.Int32: ---@return UnityEngine.AI.NavMeshBuildSettings ---@access AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER function UnityEngine.AI.NavMesh.GetSettingsByID (agentTypeID) return nil end -- static ---@param index System.Int32: ---@return UnityEngine.AI.NavMeshBuildSettings ---@access AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER function UnityEngine.AI.NavMesh.GetSettingsByIndex (index) return nil end -- static ---@return System.Int32 ---@access AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER function UnityEngine.AI.NavMesh.GetSettingsCount () return 0 end -- static ---@param agentTypeID System.Int32: ---@return System.String ---@access AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER function UnityEngine.AI.NavMesh.GetSettingsNameFromID (agentTypeID) return "" end -- static ---@param sourcePosition UnityEngine.Vector3: ---@param targetPosition UnityEngine.Vector3: ---@param hit UnityEngine.AI.NavMeshHit: ---@param areaMask System.Int32: ---@return System.Boolean ---@access AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER function UnityEngine.AI.NavMesh.Raycast (sourcePosition, targetPosition, hit, areaMask) return true end -- static ---@param sourcePosition UnityEngine.Vector3: ---@param targetPosition UnityEngine.Vector3: ---@param hit UnityEngine.AI.NavMeshHit: ---@param filter UnityEngine.AI.NavMeshQueryFilter: ---@return System.Boolean ---@access AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER function UnityEngine.AI.NavMesh.Raycast (sourcePosition, targetPosition, hit, filter) return true end -- static ---@param sourcePosition UnityEngine.Vector3: ---@param hit UnityEngine.AI.NavMeshHit: ---@param maxDistance System.Single: ---@param areaMask System.Int32: ---@return System.Boolean ---@access AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER function UnityEngine.AI.NavMesh.SamplePosition (sourcePosition, hit, maxDistance, areaMask) return true end -- static ---@param sourcePosition UnityEngine.Vector3: ---@param hit UnityEngine.AI.NavMeshHit: ---@param maxDistance System.Single: ---@param filter UnityEngine.AI.NavMeshQueryFilter: ---@return System.Boolean ---@access AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER function UnityEngine.AI.NavMesh.SamplePosition (sourcePosition, hit, maxDistance, filter) return true end -- static ---@param x UnityEngine.AI.NavMesh: ---@param y UnityEngine.AI.NavMesh: ---@return System.Boolean ---@access AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER function UnityEngine.AI.NavMesh.op_Equality (x, y) return true end -- static ---@param x UnityEngine.AI.NavMesh: ---@param y UnityEngine.AI.NavMesh: ---@return System.Boolean ---@access AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER function UnityEngine.AI.NavMesh.op_Inequality (x, y) return true end -- static ---@param obj System.Object: ---@return System.Boolean ---@access AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER function UnityEngine.AI.NavMesh.Equals (obj) return true end ---@return System.Int32 ---@access AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER function UnityEngine.AI.NavMesh.GetHashCode () return 0 end ---@return System.String ---@access AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER function UnityEngine.AI.NavMesh.ToString () return "" end --- @class UnityEngine.AI.NavMeshHit --- @access AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@field distance System.Single ---@access_get AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@access_set AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@field hit System.Boolean ---@access_get AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@access_set AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@field mask System.Int32 ---@access_get AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@access_set AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@field normal UnityEngine.Vector3 ---@access_get AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@access_set AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@field position UnityEngine.Vector3 ---@access_get AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@access_set AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER UnityEngine.AI.NavMeshHit = {} UnityEngine.AI.NavMeshHit.distance = 0.0 UnityEngine.AI.NavMeshHit.hit = true UnityEngine.AI.NavMeshHit.mask = 0 UnityEngine.AI.NavMeshHit.normal = nil UnityEngine.AI.NavMeshHit.position = nil ---@param obj System.Object: ---@return System.Boolean ---@access AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER function UnityEngine.AI.NavMeshHit.Equals (obj) return true end ---@return System.Int32 ---@access AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER function UnityEngine.AI.NavMeshHit.GetHashCode () return 0 end ---@return System.String ---@access AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER function UnityEngine.AI.NavMeshHit.ToString () return "" end --- @class UnityEngine.AI.NavMeshAgent --- FIXME: Wrapped UnityEngine.AI.NavMeshAgent for Lua and WASM --- @access AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@field acceleration System.Single ---@access_get AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@access_set AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@field agentTypeID System.Int32 ---@access_get AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@access_set AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@field angularSpeed System.Single ---@access_get AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@access_set AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@field areaMask System.Int32 ---@access_get AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@access_set AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@field autoBraking System.Boolean ---@access_get AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@access_set AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@field autoRepath System.Boolean ---@access_get AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@access_set AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@field autoTraverseOffMeshLink System.Boolean ---@access_get AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@access_set AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@field avoidancePriority System.Int32 ---@access_get AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@access_set AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@field baseOffset System.Single ---@access_get AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@access_set AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@field currentOffMeshLinkData UnityEngine.AI.OffMeshLinkData ---@access_get AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@access_set NONE NONE NONE ---@field desiredVelocity UnityEngine.Vector3 ---@access_get AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@access_set NONE NONE NONE ---@field destination UnityEngine.Vector3 ---@access_get AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@access_set AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@field hasPath System.Boolean ---@access_get AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@access_set NONE NONE NONE ---@field height System.Single ---@access_get AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@access_set AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@field isOnNavMesh System.Boolean ---@access_get AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@access_set NONE NONE NONE ---@field isOnOffMeshLink System.Boolean ---@access_get AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@access_set NONE NONE NONE ---@field isPathStale System.Boolean ---@access_get AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@access_set NONE NONE NONE ---@field isStopped System.Boolean ---@access_get AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@access_set AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@field navMeshOwner UnityEngine.Object ---@access_get AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@access_set NONE NONE NONE ---@field nextOffMeshLinkData UnityEngine.AI.OffMeshLinkData ---@access_get AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@access_set NONE NONE NONE ---@field nextPosition UnityEngine.Vector3 ---@access_get AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@access_set AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@field obstacleAvoidanceType UnityEngine.AI.ObstacleAvoidanceType ---@access_get AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@access_set AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@field path UnityEngine.AI.NavMeshPath ---@access_get AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@access_set AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@field pathEndPosition UnityEngine.Vector3 ---@access_get AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@access_set NONE NONE NONE ---@field pathPending System.Boolean ---@access_get AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@access_set NONE NONE NONE ---@field pathStatus UnityEngine.AI.NavMeshPathStatus ---@access_get AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@access_set NONE NONE NONE ---@field radius System.Single ---@access_get AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@access_set AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@field remainingDistance System.Single ---@access_get AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@access_set NONE NONE NONE ---@field speed System.Single ---@access_get AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@access_set AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@field steeringTarget UnityEngine.Vector3 ---@access_get AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@access_set NONE NONE NONE ---@field stoppingDistance System.Single ---@access_get AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@access_set AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@field updatePosition System.Boolean ---@access_get AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@access_set AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@field updateRotation System.Boolean ---@access_get AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@access_set AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@field updateUpAxis System.Boolean ---@access_get AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@access_set AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@field velocity UnityEngine.Vector3 ---@access_get AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@access_set AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@field enabled System.Boolean ---@access_get AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@access_set AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@field isActiveAndEnabled System.Boolean ---@access_get AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@access_set NONE NONE NONE ---@field gameObject UnityEngine.GameObject ---@access_get AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@access_set NONE NONE NONE ---@field tag System.String ---@access_get AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@access_set NONE NONE NONE ---@field transform UnityEngine.Transform ---@access_get AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@access_set NONE NONE NONE ---@field name System.String ---@access_get AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@access_set NONE NONE NONE UnityEngine.AI.NavMeshAgent = {} UnityEngine.AI.NavMeshAgent.acceleration = 0.0 UnityEngine.AI.NavMeshAgent.agentTypeID = 0 UnityEngine.AI.NavMeshAgent.angularSpeed = 0.0 UnityEngine.AI.NavMeshAgent.areaMask = 0 UnityEngine.AI.NavMeshAgent.autoBraking = true UnityEngine.AI.NavMeshAgent.autoRepath = true UnityEngine.AI.NavMeshAgent.autoTraverseOffMeshLink = true UnityEngine.AI.NavMeshAgent.avoidancePriority = 0 UnityEngine.AI.NavMeshAgent.baseOffset = 0.0 UnityEngine.AI.NavMeshAgent.currentOffMeshLinkData = nil UnityEngine.AI.NavMeshAgent.desiredVelocity = nil UnityEngine.AI.NavMeshAgent.destination = nil UnityEngine.AI.NavMeshAgent.hasPath = true UnityEngine.AI.NavMeshAgent.height = 0.0 UnityEngine.AI.NavMeshAgent.isOnNavMesh = true UnityEngine.AI.NavMeshAgent.isOnOffMeshLink = true UnityEngine.AI.NavMeshAgent.isPathStale = true UnityEngine.AI.NavMeshAgent.isStopped = true UnityEngine.AI.NavMeshAgent.navMeshOwner = nil UnityEngine.AI.NavMeshAgent.nextOffMeshLinkData = nil UnityEngine.AI.NavMeshAgent.nextPosition = nil UnityEngine.AI.NavMeshAgent.obstacleAvoidanceType = nil UnityEngine.AI.NavMeshAgent.path = nil UnityEngine.AI.NavMeshAgent.pathEndPosition = nil UnityEngine.AI.NavMeshAgent.pathPending = true UnityEngine.AI.NavMeshAgent.pathStatus = nil UnityEngine.AI.NavMeshAgent.radius = 0.0 UnityEngine.AI.NavMeshAgent.remainingDistance = 0.0 UnityEngine.AI.NavMeshAgent.speed = 0.0 UnityEngine.AI.NavMeshAgent.steeringTarget = nil UnityEngine.AI.NavMeshAgent.stoppingDistance = 0.0 UnityEngine.AI.NavMeshAgent.updatePosition = true UnityEngine.AI.NavMeshAgent.updateRotation = true UnityEngine.AI.NavMeshAgent.updateUpAxis = true UnityEngine.AI.NavMeshAgent.velocity = nil UnityEngine.AI.NavMeshAgent.enabled = true UnityEngine.AI.NavMeshAgent.isActiveAndEnabled = true UnityEngine.AI.NavMeshAgent.gameObject = nil UnityEngine.AI.NavMeshAgent.tag = "" UnityEngine.AI.NavMeshAgent.transform = nil UnityEngine.AI.NavMeshAgent.name = "" ---@param activated System.Boolean: ---@return void ---@access AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER function UnityEngine.AI.NavMeshAgent.ActivateCurrentOffMeshLink (activated) return end ---@param targetPosition UnityEngine.Vector3: ---@param path UnityEngine.AI.NavMeshPath: ---@return System.Boolean ---@access AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER function UnityEngine.AI.NavMeshAgent.CalculatePath (targetPosition, path) return true end ---@return void ---@access AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER function UnityEngine.AI.NavMeshAgent.CompleteOffMeshLink () return end ---@param hit UnityEngine.AI.NavMeshHit: ---@return System.Boolean ---@access AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER function UnityEngine.AI.NavMeshAgent.FindClosestEdge (hit) return true end ---@param areaIndex System.Int32: ---@return System.Single ---@access AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER function UnityEngine.AI.NavMeshAgent.GetAreaCost (areaIndex) return 0.0 end ---@param offset UnityEngine.Vector3: ---@return void ---@access AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER function UnityEngine.AI.NavMeshAgent.Move (offset) return end ---@param targetPosition UnityEngine.Vector3: ---@param hit UnityEngine.AI.NavMeshHit: ---@return System.Boolean ---@access AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER function UnityEngine.AI.NavMeshAgent.Raycast (targetPosition, hit) return true end ---@return void ---@access AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER function UnityEngine.AI.NavMeshAgent.ResetPath () return end ---@param areaMask System.Int32: ---@param maxDistance System.Single: ---@param hit UnityEngine.AI.NavMeshHit: ---@return System.Boolean ---@access AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER function UnityEngine.AI.NavMeshAgent.SamplePathPosition (areaMask, maxDistance, hit) return true end ---@param areaIndex System.Int32: ---@param areaCost System.Single: ---@return void ---@access AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER function UnityEngine.AI.NavMeshAgent.SetAreaCost (areaIndex, areaCost) return end ---@param target UnityEngine.Vector3: ---@return System.Boolean ---@access AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER function UnityEngine.AI.NavMeshAgent.SetDestination (target) return true end ---@param path UnityEngine.AI.NavMeshPath: ---@return System.Boolean ---@access AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER function UnityEngine.AI.NavMeshAgent.SetPath (path) return true end ---@param newPosition UnityEngine.Vector3: ---@return System.Boolean ---@access AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER function UnityEngine.AI.NavMeshAgent.Warp (newPosition) return true end ---@param x UnityEngine.AI.NavMeshAgent: ---@param y UnityEngine.AI.NavMeshAgent: ---@return System.Boolean ---@access AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER function UnityEngine.AI.NavMeshAgent.op_Equality (x, y) return true end -- static ---@param x UnityEngine.AI.NavMeshAgent: ---@param y UnityEngine.AI.NavMeshAgent: ---@return System.Boolean ---@access AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER function UnityEngine.AI.NavMeshAgent.op_Inequality (x, y) return true end -- static ---@param tag System.String: ---@return System.Boolean ---@access AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER function UnityEngine.AI.NavMeshAgent.CompareTag (tag) return true end ---@param other System.Object: ---@return System.Boolean ---@access AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER function UnityEngine.AI.NavMeshAgent.Equals (other) return true end ---@return System.Int32 ---@access AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER function UnityEngine.AI.NavMeshAgent.GetHashCode () return 0 end ---@return System.Int32 ---@access AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER function UnityEngine.AI.NavMeshAgent.GetInstanceID () return 0 end ---@return System.String ---@access AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER function UnityEngine.AI.NavMeshAgent.ToString () return "" end ---@param exists UnityEngine.AI.NavMeshAgent: ---@return System.Boolean ---@access AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER function UnityEngine.AI.NavMeshAgent.op_Implicit (exists) return true end -- static --- @class UnityEngine.AI.NavMeshData --- FIXME: Wrapped UnityEngine.AI.NavMeshData for Lua and WASM --- @access AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@field position UnityEngine.Vector3 ---@access_get AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@access_set AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@field rotation UnityEngine.Quaternion ---@access_get AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@access_set AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@field sourceBounds UnityEngine.Bounds ---@access_get AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@access_set NONE NONE NONE ---@field name System.String ---@access_get AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER ---@access_set NONE NONE NONE UnityEngine.AI.NavMeshData = {} UnityEngine.AI.NavMeshData.position = nil UnityEngine.AI.NavMeshData.rotation = nil UnityEngine.AI.NavMeshData.sourceBounds = nil UnityEngine.AI.NavMeshData.name = "" ---Constructor for UnityEngine.AI.NavMeshData ---@return UnityEngine.AI.NavMeshData function UnityEngine.AI.NewNavMeshData() end ---Constructor for UnityEngine.AI.NavMeshData ---@param agentTypeID global::System.Int32 ---@return UnityEngine.AI.NavMeshData function UnityEngine.AI.NewNavMeshData(agentTypeID) end ---@param x UnityEngine.AI.NavMeshData: ---@param y UnityEngine.AI.NavMeshData: ---@return System.Boolean ---@access AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER function UnityEngine.AI.NavMeshData.op_Equality (x, y) return true end -- static ---@param x UnityEngine.AI.NavMeshData: ---@param y UnityEngine.AI.NavMeshData: ---@return System.Boolean ---@access AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER function UnityEngine.AI.NavMeshData.op_Inequality (x, y) return true end -- static ---@param other System.Object: ---@return System.Boolean ---@access AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER function UnityEngine.AI.NavMeshData.Equals (other) return true end ---@return System.Int32 ---@access AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER function UnityEngine.AI.NavMeshData.GetHashCode () return 0 end ---@return System.Int32 ---@access AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER function UnityEngine.AI.NavMeshData.GetInstanceID () return 0 end ---@return System.String ---@access AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER function UnityEngine.AI.NavMeshData.ToString () return "" end ---@param exists UnityEngine.AI.NavMeshData: ---@return System.Boolean ---@access AVATAR|PROP|WORLD CLIENT|SERVER LOCAL|OTHER function UnityEngine.AI.NavMeshData.op_Implicit (exists) return true end -- static return UnityEngine.AI