| void Prepare(int i, const Vector3[]& vectorPath) | Public+3 flags | | 0x08 |
| void OnTangentUpdate() | Public+2 flags | | 0x00 |
| void PointToTangent(List<Pathfinding.AdvancedSmooth.Turn> turnList) | Public+2 flags | | 0x08 |
| void TangentToPoint(List<Pathfinding.AdvancedSmooth.Turn> turnList) | Public+2 flags | | 0x08 |
| void TangentToTangent(List<Pathfinding.AdvancedSmooth.Turn> turnList) | Public+2 flags | | 0x08 |
| void GetPath(const Turn& turn, List<UnityEngine.Vector3> output) | Public+3 flags | — | 0x10 |
| void Setup(int i, const Vector3[]& vectorPath) | PublicStatic | | 0x08 |
| void PostPrepare() | PublicStatic | | 0x00 |
| void AddCircleSegment(double startAngle, double endAngle, bool clockwise, const Vector3& center, List<UnityEngine.Vector3> output, float radius) | Public | | 0x0C |
| void DebugCircleSegment(const Vector3& center, double startAngle, double endAngle, double radius, const Color& color) | Public | | 0x10 |
| void DebugCircle(const Vector3& center, double radius, const Color& color) | Public | | 0x10 |
| double GetLengthFromAngle(double angle, double radius) | Public | | 0x08 |
| double ClockwiseAngle(double from, double to) | Public | | 0x08 |
| double CounterClockwiseAngle(double from, double to) | Public | | 0x08 |
| Vector3 AngleToVector(double a) | Public | | 0x0C |
| double ToDegrees(double rad) | Public | | 0x08 |
| double ClampAngle(double a) | Public | | 0x08 |
| double Atan2(const Vector3& v) | Public | | 0x0C |
| void .ctor() | 2 flags | | 0x00 |
| void .cctor() | PrivateStatic+1 flags | | 0x00 |