| void .ctor() | Public+1 flags | | 0x00 |
| RichFunnel Initialize(RichPath path, NavmeshBase graph) | Public | | 0x08 |
| void OnEnterPool() | Public+1 flags | | 0x00 |
| TriangleMeshNode get_CurrentNode() | Public+1 flags | | 0x08 |
| void BuildFunnelCorridor(List<Pathfinding.GraphNode> nodes, int start, int end) | Public | | 0x08 |
| void SimplifyPath(IRaycastableGraph graph, List<Pathfinding.GraphNode> nodes, int start, int end, List<Pathfinding.GraphNode> result, const Vector3& startPoint, const Vector3& endPoint) | Private | | 0x0C |
| void UpdateFunnelCorridor(int splitIndex, List<Pathfinding.TriangleMeshNode> prefix) | Private | | 0x08 |
| bool CheckForDestroyedNodes() | Private | | 0x01 |
| float get_DistanceToEndOfPath() | Public+1 flags | | 0x04 |
| Vector3 ClampToNavmesh(const Vector3& position) | Public | | 0x0C |
| Vector3 Update(const Vector3& position, List<UnityEngine.Vector3> buffer, int numCorners, ref bool& lastCorner, ref bool& requiresRepath) | Public | | 0x0C |
| bool ClampToNavmeshInternal(ref Vector3& position) | Private | | 0x0C |
| void FindWalls(List<UnityEngine.Vector3> wallBuffer, float range) | Public | | 0x08 |
| void FindWalls(int nodeIndex, List<UnityEngine.Vector3> wallBuffer, const Vector3& position, float range) | Private | | 0x0C |
| bool FindNextCorners(const Vector3& origin, int startIndex, List<UnityEngine.Vector3> funnelPath, int numCorners, ref bool& lastCorner) | Private | | 0x0C |
| void .cctor() | PrivateStatic+1 flags | | 0x00 |