A* Pathfinding Project  3.1.4
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FleePath Class Reference

Returns a path heading away from a specified point to avoid. More...

+ Inheritance diagram for FleePath:
+ Collaboration diagram for FleePath:

Public Member Functions

 FleePath (Vector3 start, Vector3 avoid, int length, OnPathDelegate callbackDelegate=null)
 
- Public Member Functions inherited from RandomPath
 RandomPath (Vector3 start, int length, OnPathDelegate callback=null)
 
override void CalculateStep (long targetTick)
 Calculates the path until completed or until the time has passed targetTick.
 
override void Initialize ()
 Initializes the path.
 
override void Prepare ()
 Prepares the path.
 
override void Reset ()
 Reset all values to their default values.
 
override void ReturnPath ()
 Calls callback to return the calculated path.
 
- Public Member Functions inherited from ABPath
 ABPath (Vector3 start, Vector3 end, OnPathDelegate callbackDelegate)
 Create a new path with a start and end point.
 
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.
 
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 Trace (NodeRun from)
 Traces the calculated path from the end node to the start.
 

Static Public Member Functions

static FleePath Construct (Vector3 start, Vector3 avoid, int searchLength, OnPathDelegate callback=null)
 Constructs a new FleePath.
 
- Static Public Member Functions inherited from RandomPath
static RandomPath Construct (Vector3 start, int length, OnPathDelegate callback=null)
 
- 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

void Setup (Vector3 start, Vector3 avoid, int searchLength, OnPathDelegate callback)
 
- Protected Member Functions inherited from RandomPath
override void Recycle ()
 Recycle the path.
 
RandomPath Setup (Vector3 start, int length, OnPathDelegate callback)
 
- Protected Member Functions inherited from ABPath
void UpdateStartEnd (Vector3 start, Vector3 end)
 Sets the start and end points.
 
void Setup (Vector3 start, Vector3 end, OnPathDelegate callbackDelegate)
 
- Protected Member Functions inherited from Path
bool HasExceededTime (int searchedNodes, long targetTime)
 

Additional Inherited Members

- Public Attributes inherited from RandomPath
Vector3 aim
 An aim can be used to guide the pathfinder to not take totally random paths.
 
float aimStrength
 If an aim is set, the higher this value is, the more it will try to reach aim.
 
float replaceChance
 Chance that the currently chosen node for end node is replaced by a later found node (evaluated every time a new node is found).
 
int searchLength
 G score to stop searching at.
 
int spread
 All G scores between searchLength and searchLength+spread are valid end points, a random one of them is chosen as the final point.
 
bool uniform
 
- 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.
 

Detailed Description

Returns a path heading away from a specified point to avoid.

The search will terminate when G >= length (passed to the constructor) + FleePath::spread.

Can be used to make an AI to flee from an enemy (cannot guarantee that it will not be forced into corners though :D )

//Call a FleePath call like this, assumes that a Seeker is attached to the GameObject
Vector3 thePointToFleeFrom = Vector3.zero;
//The path will be returned when the path is over a specified length (or more accurately has "costed" more than a specific value)
//This is usally roughly the distance from the start to the end multiplied by 100
int theGScoreToStopAt = 1000;
//Create a path object
FleePath path = FleePath.Construct (transform.position, thePointToFleeFrom, theGScoreToStopAt);
//Get the Seeker component which must be attached to this GameObject
Seeker seeker = GetComponent<Seeker>();
//Start the path and return the result to MyCompleteFunction (which is a function you have to define, the name can of course be changed)
seeker.StartPath (path,MyCompleteFunction);
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Member Function Documentation

static FleePath Construct ( Vector3  start,
Vector3  avoid,
int  searchLength,
OnPathDelegate  callback = null 
)
static

Constructs a new FleePath.

The FleePath will be taken from a pool.

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