A* Pathfinding Project
3.1.4
The A* Pathfinding Project for Unity 3D
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Public Member Functions | |
void | ClearPathIDs () |
Set all node's pathIDs to 0. | |
void | Initialize (Path p) |
Initializes the NodeRunData for calculation of the specified path. | |
NodeRun | RequestNodeRun (Node node) |
NodeRun | RequestNodeRunFast (Node node) |
Returns a NodeRun for a specified node. | |
void | SetNodeRun (int index, NodeRun nodeR) |
Sets the NodeRun for a specific index. | |
NodeRun | TryRequestNodeRun (Node node) |
Tries to get a NodeRun for a node. | |
Public Attributes | |
NodeRun[] | nodes = new NodeRun[256] |
BinaryHeapM | open = new BinaryHeapM (AstarPath.InitialBinaryHeapSize) |
The open list. | |
Path | path |
ushort | pathID |
Properties | |
System.Text.StringBuilder | DebugStringBuilder [get] |
Returns a StringBuilder which is to be used for constructing debug strings for paths. | |
Private Attributes | |
System.Text.StringBuilder | stringBuilder = new System.Text.StringBuilder() |
void ClearPathIDs | ( | ) |
Set all node's pathIDs to 0.
void Initialize | ( | Path | p | ) |
Initializes the NodeRunData for calculation of the specified path.
Called by core pathfinding functions just before starting to calculate a path.
Returns a NodeRun for a specified node.
Assumes everything is in place. Does not do any error checking at all.
void SetNodeRun | ( | int | index, |
NodeRun | nodeR | ||
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Sets the NodeRun for a specific index.
Assumes the index is valid and exists in the internal buffer
Tries to get a NodeRun for a node.
If there is none, returns null.
BinaryHeapM open = new BinaryHeapM (AstarPath.InitialBinaryHeapSize) |
The open list.
A binary heap holds and sorts the open list for the pathfinding. Binary Heaps are extreamly fast in providing a priority queue for the node with the lowest F score.
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get |
Returns a StringBuilder which is to be used for constructing debug strings for paths.
This StringBuilder should only be used in Pathfinding.Path.DebugString. Caching it in this class is faster than creating a new one every time. It is not guaranteed to be cleared.