Path passing through multiple waypoints.This example shows a simple approach to creating a path which passes through multiple waypoints instead of, as in the case of the ABPath only goes from one point to another. This script will issue multiple path requests and stitch the paths together.
If you want to use post processing for each path (e.g smoothing) you can modify the script to use a Seeker reference and call Seeker.PostProcess on every path when they have been calculated.
using UnityEngine;
using System.Collections;
using Pathfinding;
using System.Collections.Generic;
using Pathfinding.Util;
public class WaypointPath {
Vector3[] waypoints;
ABPath[] paths;
int completedPaths = -1;
public List<Vector3> vectorPath;
public List<GraphNode> nodePath;
public delegate void OnWaypointPathComplete (WaypointPath p);
OnWaypointPathComplete callback;
public WaypointPath (Vector3[] waypoints, OnWaypointPathComplete callback) {
this.waypoints = waypoints;
this.callback = callback;
}
public bool HasError () {
return completedPaths != paths.Length;
}
if (completedPaths != -1) throw new System.Exception("Do not start the path more than once");
completedPaths = 0;
paths = new ABPath[waypoints.Length-1];
for (int i = 0; i < paths.Length; i++) {
paths[i] = ABPath.Construct(waypoints[i], waypoints[i+1], OnPathComplete);
if (config != null) config(paths[i]);
}
}
void OnPathComplete (Path p) {
if (p.error) {
for (int i = 0; i < paths.Length; i++) paths[i].Error();
Completed();
return;
}
ABPath path = p as ABPath;
if (path == null) throw new System.Exception("Only ABPaths should be returned to this object");
completedPaths++;
if (completedPaths == paths.Length) {
Completed();
}
}
void Completed () {
if (completedPaths == paths.Length) {
vectorPath = ListPool<Vector3>.Claim();
nodePath = ListPool<GraphNode>.Claim();
for (int i = 0; i < paths.Length; i++) {
List<Vector3> vp = paths[i].vectorPath;
List<GraphNode> np = paths[i].path;
for (int j = 0; j < vp.Count; j++) {
if (vectorPath.Count == 0 || vectorPath[vectorPath.Count-1] != vp[j]) vectorPath.Add(vp[j]);
}
for (int j = 0; j < np.Count; j++) {
if (nodePath.Count == 0 || nodePath[nodePath.Count-1] != np[j]) nodePath.Add(np[j]);
}
}
}
if (callback != null) {
callback(this);
}
}
}