A* Pathfinding Project
3.1.4
The A* Pathfinding Project for Unity 3D
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Floods the area completely for easy computation of any path to a single point. More...
Public Member Functions | |
FloodPath (Vector3 start, OnPathDelegate callbackDelegate) | |
Creates a new FloodPath instance. | |
override void | CalculateStep (long targetTick) |
Opens nodes until there are none left to search (or until the max time limit has been exceeded) | |
Node | GetParent (Node node) |
bool | HasPathTo (Node node) |
override void | Initialize () |
Initializes the path. | |
override void | Prepare () |
override void | Reset () |
Reset all values to their 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. | |
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. | |
Static Public Member Functions | |
static FloodPath | Construct (Vector3 start, OnPathDelegate callback=null) |
Public Attributes | |
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, OnPathDelegate callback) |
Protected Member Functions inherited from Path | |
bool | HasExceededTime (int searchedNodes, long targetTime) |
Protected Attributes | |
Dictionary< Node, Node > | parents |
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) | |
Additional Inherited Members | |
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. | |
Floods the area completely for easy computation of any path to a single point.
This path is a bit special, because it does not do anything useful by itself. What it does is that it calculates paths to all nodes it can reach, floods it. This data will remain stored in the path. Then you can call a FloodPathTracer path, that path will trace the path from it's starting point all the way to where this path started flooding and thus generating a path extremely quickly.
It is very useful in for example TD (Tower Defence) games where all your AIs will walk to the same point, but from different places, and you do not update the graph or change the target point very often, what changes is their positions and new AIs spawn all the time (which makes it hard to use the MultiTargetPath).
With this path type, it can all be handled easily.
Here follows some example code of the above list of steps:
When searching for a new path to someTargetPosition from let's say transform.position, you do
Where OnPathComplete is your callback function.
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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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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 all values to their default values.
All inheriting path types must implement this function, resetting ALL their variables to enable recycling of paths. Call this base function in inheriting types with base.Reset ();
Reimplemented from Path.