A* Pathfinding Project  3.6.6
The A* Pathfinding Project for Unity 3D
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FleePath Member List

This is the complete list of members for FleePath, including all inherited members.

ABPath(Vector3 start, Vector3 end, OnPathDelegate callbackDelegate)ABPath
ABPath()ABPath
AdvanceState(PathState s)Path
aimRandomPath
aimStrengthRandomPath
CalculateHScore(GraphNode node)Path
calculatePartialABPath
CalculateStep(long targetTick)RandomPathvirtual
callbackPath
callTimePath
CanTraverse(GraphNode node)Path
Claim(System.Object o)Path
Cleanup()ABPathvirtual
CompleteStatePath
Construct(Vector3 start, Vector3 avoid, int searchLength, OnPathDelegate callback=null)FleePathstatic
Pathfinding::RandomPath.Construct(Vector3 start, int length, OnPathDelegate callback=null)RandomPathstatic
Pathfinding::ABPath.Construct(Vector3 start, Vector3 end, OnPathDelegate callback=null)ABPathstatic
currentRPathprotected
DebugString(PathLog logMode)ABPathvirtual
durationPath
enabledTagsPath
endHintABPath
endNodeABPath
endNodeCostsABPathprotected
endPointABPath
Error()Path
errorPath
errorLogPath
FleePath(Vector3 start, Vector3 avoid, int length, OnPathDelegate callbackDelegate=null)FleePath
FleePath()FleePath
FloodingPathRandomPath
ForceLogError(string msg)Path
GetConnectionSpecialCost(GraphNode a, GraphNode b, uint currentCost)ABPathvirtual
GetHTarget()Path
GetMovementVector(Vector3 point)ABPath
GetState()Path
GetTagPenalty(int tag)Path
GetTotalLength()Path
GetTraversalCost(GraphNode node)Path
hasBeenResetPathprotected
hasEndPointABPathprotected
HasExceededTime(int searchedNodes, long targetTime)Pathprotected
heightPath
heuristicPath
heuristicScalePath
hTargetPathprotected
hTargetNodePathprotected
immediateCallbackPath
Initialize()RandomPathvirtual
internalTagPenaltiesPathprotected
IsDone()Path
Log(string msg)Path
LogError(string msg)Path
manualTagPenaltiesPathprotected
maxFrameTimePathprotected
nextPath
nnConstraintPath
OnEnterPool()Pathvirtual
originalEndPointABPath
originalStartPointABPath
partialBestTargetABPathprotected
pathPath
pathHandlerPath
pathIDPath
Prepare()RandomPathvirtual
PrepareBase(PathHandler pathHandler)Path
radiusPath
RandomPath()RandomPath
RandomPath(Vector3 start, int length, OnPathDelegate callback=null)RandomPath
recalcStartEndCostsABPath
Recycle()FleePathprotectedvirtual
recycledPath
Release(System.Object o)Path
ReleaseSilent(System.Object o)Path
Reset()RandomPathvirtual
ResetCosts(Path p)ABPath
ReturnPath()RandomPathvirtual
searchedNodesPath
searchIterationsPath
searchLengthRandomPath
Setup(Vector3 start, Vector3 avoid, int searchLength, OnPathDelegate callback)FleePathprotected
Pathfinding::RandomPath.Setup(Vector3 start, int length, OnPathDelegate callback)RandomPathprotected
Pathfinding::ABPath.Setup(Vector3 start, Vector3 end, OnPathDelegate callbackDelegate)ABPathprotected
speedPath
spreadRandomPath
startHintABPath
startIntPointABPath
startNodeABPath
startPointABPath
tagPenaltiesPath
Trace(PathNode from)Pathprotectedvirtual
turnRadiusPath
uniformRandomPath
UpdateStartEnd(Vector3 start, Vector3 end)ABPathprotected
vectorPathPath
WaitForPath()Path
walkabilityMaskPath