A* Pathfinding Project
3.1.4
The A* Pathfinding Project for Unity 3D
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Finds all nodes within a specified distance from the start. More...
Public Member Functions | |
ConstantPath (Vector3 start, OnPathDelegate callbackDelegate) | |
Creates a new ConstantPath starting from the specified point. | |
ConstantPath (Vector3 start, int maxGScore, OnPathDelegate callbackDelegate) | |
Creates a new ConstantPath starting from the specified point. | |
override void | CalculateStep (long targetTick) |
override void | Initialize () |
Initializes the path. | |
override void | OnEnterPool () |
Called when the path enters the pool. | |
override void | Prepare () |
override void | Reset () |
Reset the path to default values. | |
Public Member Functions inherited from Path | |
void | AdvanceState (PathState s) |
Threadsafe increment of the state. | |
bool | CanTraverse (Node node) |
Returns if the node can be traversed. | |
void | Claim (System.Object o) |
Claim this path. | |
virtual string | DebugString (PathLog logMode) |
Returns a debug string for this path. | |
void | Error () |
Aborts the path because of an error. | |
void | ForceLogError (string msg) |
Logs an error and calls Error() to true. | |
PathState | GetState () |
Returns the state of the path in the pathfinding pipeline. | |
uint | GetTagPenalty (int tag) |
Returns penalty for the given tag. | |
float | GetTotalLength () |
Total Length of the path. | |
bool | IsDone () |
Returns if this path is done calculating. | |
void | Log (string msg) |
Appends a message to the errorLog. | |
void | LogError (string msg) |
Appends msg to errorLog and logs msg to the console. | |
void | PrepareBase (NodeRunData runData) |
Prepares low level path variables for calculation. | |
void | Release (System.Object o) |
Releases a path claim. | |
void | ReleaseSilent (System.Object o) |
Releases the path silently. | |
virtual void | ReturnPath () |
Calls callback to return the calculated path. | |
virtual void | Trace (NodeRun from) |
Traces the calculated path from the end node to the start. | |
Static Public Member Functions | |
static ConstantPath | Construct (Vector3 start, int maxGScore, OnPathDelegate callback=null) |
Constructs a ConstantPath starting from the specified point. | |
Public Attributes | |
List< Node > | allNodes |
Contains all nodes the path found. | |
PathEndingCondition | endingCondition |
Controls when the path should terminate. | |
Vector3 | originalStartPoint |
Node | startNode |
Vector3 | startPoint |
Public Attributes inherited from Path | |
OnPathDelegate | callback |
Callback to call when the path is complete. | |
System.DateTime | callTime |
When the call was made to start the pathfinding for this path. | |
float | duration |
The duration of this path in ms. | |
int | enabledTags = -1 |
Which graph tags are traversable. | |
int | height |
Height of the character. | |
Heuristic | heuristic |
Determines which heuristic to use. | |
float | heuristicScale = 1F |
Scale of the heuristic values. | |
Path | next |
The next path to be searched. | |
NNConstraint | nnConstraint = PathNNConstraint.Default |
Constraint for how to search for nodes. | |
List< Node > | path |
Holds the path as a Node array. | |
ushort | pathID |
ID of this path. | |
int | radius |
Radius for the unit searching for the path. | |
bool | recycled = false |
True if the path is currently recycled (i.e in the path pool). | |
NodeRunData | runData |
int | searchedNodes |
Number of nodes this path has searched. | |
int | searchIterations = 0 |
int | speed |
Speed of the character. | |
int | turnRadius |
Turning radius of the character. | |
List< Vector3 > | vectorPath |
Holds the (perhaps post processed) path as a Vector3 array. | |
int | walkabilityMask = -1 |
A mask for defining what type of ground a unit can traverse, not used in any default standard graph. | |
Protected Member Functions | |
override void | Recycle () |
Recycle the path. | |
void | Setup (Vector3 start, int maxGScore, OnPathDelegate callback) |
Sets up a ConstantPath starting from the specified point. | |
Protected Member Functions inherited from Path | |
bool | HasExceededTime (int searchedNodes, long targetTime) |
Additional Inherited Members | |
Protected Attributes inherited from Path | |
int[] | _tagPenalties = new int[0] |
Penalties for each tag. | |
NodeRun | currentR |
The node currently being processed. | |
bool | hasBeenReset = false |
True if the Reset function has been called. | |
float | maxFrameTime |
The max number of milliseconds per iteration (frame, in case of non-multithreading) | |
Properties inherited from Path | |
PathCompleteState | CompleteState [get, set] |
bool | error [get] |
If the path failed, this is true. | |
string | errorLog [get] |
Log messages with info about eventual errors. | |
int[] | tagPenalties [get, set] |
Penalties for each tag. | |
Finds all nodes within a specified distance from the start.
This class will search outwards from the start point and find all nodes which it costs less than ConstantPath::maxGScore to reach, this is usually the same as the distance to them multiplied with 100
The path can be called like:
Then when getting the callback, all nodes will be stored in the variable ConstantPath::allNodes (remember that you need to cast it from Path to ConstantPath first to get the variable).
This list will be sorted by G score (cost/distance to reach the node), however only the last duplicate of a node in the list is guaranteed to be sorted in this way.
ConstantPath | ( | Vector3 | start, |
OnPathDelegate | callbackDelegate | ||
) |
Creates a new ConstantPath starting from the specified point.
start | From where the path will be started from (the closest node to that point will be used) |
callbackDelegate | Will be called when the path has completed, leave this to null if you use a Seeker to handle calls Searching will be stopped when a node has a G score (cost to reach it) higher than what's specified as default value in Pathfinding::EndingConditionDistance |
ConstantPath | ( | Vector3 | start, |
int | maxGScore, | ||
OnPathDelegate | callbackDelegate | ||
) |
Creates a new ConstantPath starting from the specified point.
start | From where the path will be started from (the closest node to that point will be used) |
maxGScore | Searching will be stopped when a node has a G score greater than this |
callbackDelegate | Will be called when the path has completed, leave this to null if you use a Seeker to handle calls |
Searching will be stopped when a node has a G score (cost to reach it) greater than maxGScore
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static |
Constructs a ConstantPath starting from the specified point.
start | From where the path will be started from (the closest node to that point will be used) |
maxGScore | Searching will be stopped when a node has a G score greater than this |
callback | Will be called when the path has completed, leave this to null if you use a Seeker to handle calls |
Searching will be stopped when a node has a G score (cost to reach it) greater than maxGScore
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virtual |
Initializes the path.
Sets up the open list and adds the first node to it
Implements Path.
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virtual |
Called when the path enters the pool.
This method should release e.g pooled lists and other pooled resources The base version of this method releases vectorPath and path lists. Reset() will be called after this function, not before.
Reimplemented from Path.
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protectedvirtual |
Recycle the path.
Calling this means that the path and any variables on it are not needed anymore and the path can be pooled. All path data will be reset. Implement this in inheriting path types to support recycling of paths.
Implements Path.
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virtual |
Reset the path to default values.
Clears the allNodes list.
Also sets heuristic to Heuristic.None as it is the default value for this path type
Reimplemented from Path.
List<Node> allNodes |
Contains all nodes the path found.
PathEndingCondition endingCondition |
Controls when the path should terminate.
This is set up automatically in the constructor to an instance of the Pathfinding::EndingConditionDistance class with a maxGScore is specified in the constructor. If you want to use another ending condition.