A* Pathfinding Project
3.1.4
The A* Pathfinding Project for Unity 3D
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Traces a path created with the Pathfinding::FloodPath. More...
Public Member Functions | |
FloodPathTracer (Vector3 start, FloodPath flood, OnPathDelegate callbackDelegate) | |
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 | Reset () |
Reset all values to their default values. | |
void | Trace (Node from) |
Traces the calculated path from the start node to the end. | |
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. | |
override void | Prepare () |
Prepares 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 | 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 FloodPathTracer | Construct (Vector3 start, FloodPath flood, 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, FloodPath flood, OnPathDelegate callback) |
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 Member Functions inherited from Path | |
bool | HasExceededTime (int searchedNodes, long targetTime) |
Protected Attributes | |
FloodPath | flood |
Reference to the FloodPath which searched the path originally. | |
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. | |
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 | |
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. | |
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. | |
Traces a path created with the Pathfinding::FloodPath.
See Pathfinding::FloodPath for examples on how to use this path type
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virtual |
Calculates the path until completed or until the time has passed targetTick.
Usually a check is only done every 500 nodes if the time has passed targetTick. Time/Ticks are got from System.DateTime.UtcNow.Ticks.
Basic outline of what the function does for the standard path (Pathfinding.ABPath).
Reimplemented from ABPath.
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virtual |
Initializes the path.
Traces the path from the start node.
Reimplemented from ABPath.
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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 ABPath.
void Trace | ( | Node | from | ) |
Traces the calculated path from the start node to the end.
This will build an array (path) of the nodes this path will pass through and also set the vectorPath array to the path arrays positions. This implementation will use the flood (FloodPath) to trace the path from precalculated data.