| bool IsPathPossible(GraphNode node1, GraphNode node2) | PublicStatic | | 0x08 |
| bool IsPathPossible(List<Pathfinding.GraphNode> nodes) | PublicStatic | | 0x08 |
| bool IsPathPossible(List<Pathfinding.GraphNode> nodes, int tagMask) | PublicStatic | | 0x08 |
| List<Pathfinding.GraphNode> GetReachableNodes(GraphNode seed, int tagMask, Func<Pathfinding.GraphNode filter) | PublicStatic | | 0x08 |
| List<Pathfinding.GraphNode> BFS(GraphNode seed, int depth, int tagMask, Func<Pathfinding.GraphNode filter) | PublicStatic | | 0x08 |
| List<UnityEngine.Vector3> GetSpiralPoints(int count, float clearance) | PublicStatic | | 0x08 |
| Vector3 InvoluteOfCircle(float a, float t) | PrivateStatic | | 0x0C |
| void GetPointsAroundPointWorld(const Vector3& p, IRaycastableGraph g, List<UnityEngine.Vector3> previousPoints, float radius, float clearanceRadius) | PublicStatic | | 0x0C |
| void GetPointsAroundPoint(const Vector3& center, IRaycastableGraph g, List<UnityEngine.Vector3> previousPoints, float radius, float clearanceRadius) | PublicStatic | | 0x0C |
| List<UnityEngine.Vector3> GetPointsOnNodes(List<Pathfinding.GraphNode> nodes, int count, float clearanceRadius) | PublicStatic | | 0x08 |