A* Pathfinding Project  3.1.4
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CustomPath Class Reference
+ Inheritance diagram for CustomPath:
+ Collaboration diagram for CustomPath:

Public Member Functions

 CustomPath (Vector3 start, Vector3 end, OnPathDelegate callbackDelegate)
 
- Public Member Functions inherited from ABPath
 ABPath (Vector3 start, Vector3 end, OnPathDelegate callbackDelegate)
 Create a new path with a start and end point.
 
override void CalculateStep (long targetTick)
 Calculates the path until completed or until the time has passed targetTick.
 
override string DebugString (PathLog logMode)
 Returns a debug string for this path.
 
Vector3 GetMovementVector (Vector3 point)
 Returns in which direction to move from a point on the path.
 
override void Initialize ()
 Initializes the path.
 
override void Prepare ()
 Prepares the path.
 
override void Reset ()
 Reset all values to their default values.
 
void ResetCosts (Path p)
 Resets End Node Costs.
 
 ABPath ()
 Default constructor.
 
- 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.
 
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.
 
virtual void OnEnterPool ()
 Called when the path enters the pool.
 
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.
 

Public Attributes

float penaltyMultiplier = 1F
 
- Public Attributes inherited from ABPath
bool calculatePartial = false
 Calculate partial path if the target node cannot be reached.
 
Node endHint
 Hints can be set to enable faster Get Nearest Node queries.
 
Node endNode
 End node of the path.
 
Vector3 endPoint
 Exact end point of the path.
 
Int3 hTarget
 Target to use for H score calculations.
 
Vector3 originalEndPoint
 End Point exactly as in the path request.
 
Vector3 originalStartPoint
 Start Point exactly as in the path request.
 
bool recalcStartEndCosts = true
 Defines if start and end nodes will have their connection costs recalculated for this path.
 
Node startHint
 Hints can be set to enable faster Get Nearest Node queries.
 
Int3 startIntPoint
 Start point in integer coordinates.
 
Node startNode
 Start node of the path.
 
Vector3 startPoint
 Exact start point of the path.
 
- 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< Nodepath
 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.
 

Additional Inherited Members

- Static Public Member Functions inherited from ABPath
static ABPath Construct (Vector3 start, Vector3 end, OnPathDelegate callback=null)
 Construct a path with a start and end point.
 
- Protected Member Functions inherited from ABPath
override void Recycle ()
 Recycle the path.
 
void UpdateStartEnd (Vector3 start, Vector3 end)
 Sets the start and end points.
 
void Setup (Vector3 start, Vector3 end, OnPathDelegate callbackDelegate)
 
- Protected Attributes inherited from ABPath
int[] endNodeCosts
 Saved original costs for the end node.
 
bool hasEndPoint = true
 Determines if a search for an end node should be done.
 
NodeRun partialBestTarget = null
 Current best target for the partial path.
 
- 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.
 

The documentation for this class was generated from the following file: