A* Pathfinding Project
3.8.5
The A* Pathfinding Project for Unity 3D
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Traces a path created with the Pathfinding.FloodPath. More...
Traces a path created with the Pathfinding.FloodPath.
See Pathfinding.FloodPath for examples on how to use this path type
Public Member Functions | |
FloodPathTracer () | |
Default constructor. | |
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 (GraphNode from) |
Traces the calculated path from the start node to the end. | |
Public Member Functions inherited from ABPath | |
override void | Cleanup () |
Always called after the path has been calculated. | |
override string | DebugString (PathLog logMode) |
Returns a debug string for this path. | |
override uint | GetConnectionSpecialCost (GraphNode a, GraphNode b, uint currentCost) |
May be called by graph nodes to get a special cost for some connections. | |
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. | |
uint | CalculateHScore (GraphNode node) |
Estimated cost from the specified node to the target. | |
bool | CanTraverse (GraphNode node) |
Returns if the node can be traversed. | |
void | Claim (System.Object o) |
Claim this path (pooling). | |
void | Error () |
Aborts the path because of an error. | |
Int3 | GetHTarget () |
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. | |
uint | GetTraversalCost (GraphNode node) |
bool | IsDone () |
Returns if this path is done calculating. | |
virtual void | OnEnterPool () |
Called when the path enters the pool. | |
void | Release (System.Object o, bool silent=false) |
Releases a path claim (pooling). | |
void | ReleaseSilent (System.Object o) |
Releases the path silently (pooling). | |
virtual void | ReturnPath () |
Calls callback to return the calculated path. | |
IEnumerator | WaitForPath () |
Waits until this path has been calculated and returned. | |
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 | |
virtual void | CompletePathIfStartIsValidTarget () |
Checks if the start node is the target and complete the path if that is the case. | |
virtual bool | EndPointGridGraphSpecialCase (GraphNode closestWalkableEndNode) |
Applies a special case for grid nodes. | |
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 | |
void | DebugStringPrefix (PathLog logMode, System.Text.StringBuilder text) |
Writes text shared for all overrides of DebugString to the string builder. | |
void | DebugStringSuffix (PathLog logMode, System.Text.StringBuilder text) |
Writes text shared for all overrides of DebugString to the string builder. | |
bool | HasExceededTime (int searchedNodes, long targetTime) |
virtual void | Trace (PathNode from) |
Traces the calculated path from the end node to the start. | |
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. | |
PathNode | partialBestTarget |
Current best target for the partial path. | |
Protected Attributes inherited from Path | |
PathNode | currentR |
The node currently being processed. | |
bool | hasBeenReset |
True if the Reset function has been called. | |
Int3 | hTarget |
Target to use for H score calculations. | |
GraphNode | hTargetNode |
Target to use for H score calculation. | |
int[] | internalTagPenalties |
The tag penalties that are actually used. | |
int[] | manualTagPenalties |
Tag penalties set by other scripts. | |
float | maxFrameTime |
The max number of milliseconds per iteration (frame, in case of non-multithreading) | |
Properties | |
override bool | hasEndPoint [get] |
Properties inherited from ABPath | |
virtual bool | hasEndPoint [get] |
Determines if a search for an end node should be done. | |
Properties inherited from Path | |
System.DateTime | callTime [get, set] |
When the call was made to start the pathfinding for this path. | |
PathCompleteState | CompleteState [get, set] |
Current state of the path. | |
bool | error [get] |
If the path failed, this is true. | |
string | errorLog [get] |
Log messages with info about eventual errors. | |
virtual bool | FloodingPath [get] |
True for paths that want to search all nodes and not jump over nodes as optimizations. | |
PathHandler | pathHandler [get, set] |
Data for the thread calculating this path. | |
ushort | pathID [get, set] |
ID of this path. | |
bool | recycled [get, set] |
True if the path is currently recycled (i.e in the path pool). | |
int[] | tagPenalties [get, set] |
Penalties for each tag. | |
Additional Inherited Members | |
Public Attributes inherited from ABPath | |
bool | calculatePartial |
Calculate partial path if the target node cannot be reached. | |
GraphNode | endHint |
Hints can be set to enable faster Get Nearest Node queries. | |
GraphNode | endNode |
End node of the path. | |
Vector3 | endPoint |
End point of the path. | |
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. | |
GraphNode | startHint |
Hints can be set to enable faster Get Nearest Node queries. | |
Int3 | startIntPoint |
Start point in integer coordinates. | |
GraphNode | startNode |
Start node of the path. | |
Vector3 | startPoint |
Start point of the path. | |
Package Functions inherited from Path | |
void | ForceLogError (string msg) |
Logs an error and calls Error(). | |
void | Log (string msg) |
Appends a message to the errorLog. | |
void | LogError (string msg) |
Appends msg to errorLog and logs msg to the console. | |
void | PrepareBase (PathHandler pathHandler) |
Prepares low level path variables for calculation. | |
Package Attributes inherited from Path | |
Path | next |
Internal linked list implementation. | |
bool | pooled |
True if the path is currently pooled. | |
FloodPathTracer | ( | ) |
Default constructor.
Do not use this. Instead use the static Construct method which can handle path pooling.
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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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static |
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virtual |
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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.
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protected |
void Trace | ( | GraphNode | 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.
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getprotected |