A* Pathfinding Project
3.6.6
The A* Pathfinding Project for Unity 3D
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GraphUpdateObject with more settings for the LayerGridGraph. More...
GraphUpdateObject with more settings for the LayerGridGraph.
Public Attributes | |
bool | preserveExistingNodes = true |
If true, nodes will be reused. | |
bool | recalculateNodes = false |
Recalculate nodes in the graph. | |
Public Attributes inherited from GraphUpdateObject | |
int | addPenalty = 0 |
Penalty to add to the nodes. | |
Bounds | bounds |
The bounds to update nodes within. | |
List< GraphNode > | changedNodes |
Nodes which were updated by this GraphUpdateObject. | |
bool | modifyTag = false |
bool | modifyWalkability = false |
If true, all nodes walkable variables will be set to setWalkability. | |
NNConstraint | nnConstraint = NNConstraint.None |
NNConstraint to use. | |
bool | requiresFloodFill = true |
Performance boost. | |
bool | resetPenaltyOnPhysics = true |
When updatePhysics is true, GridGraphs will normally reset penalties, with this option you can override it. | |
int | setTag = 0 |
bool | setWalkability = false |
If modifyWalkability is true, the nodes' walkable variable will be set to this. | |
GraphUpdateShape | shape = null |
bool | trackChangedNodes = false |
Track which nodes are changed and save backup data. | |
bool | updateErosion = true |
Update Erosion for GridGraphs. | |
bool | updatePhysics = true |
Use physics checks to update nodes. | |
Additional Inherited Members | |
Public Member Functions inherited from GraphUpdateObject | |
GraphUpdateObject () | |
GraphUpdateObject (Bounds b) | |
Creates a new GUO with the specified bounds. | |
virtual void | Apply (GraphNode node) |
Updates the specified node using this GUO's settings. | |
virtual void | RevertFromBackup () |
Reverts penalties and flags (which includes walkability) on every node which was updated using this GUO. | |
virtual void | WillUpdateNode (GraphNode node) |
Should be called on every node which is updated with this GUO before it is updated. | |
bool preserveExistingNodes = true |
If true, nodes will be reused.
This can be used to preserve e.g penalty values when recalculating
bool recalculateNodes = false |
Recalculate nodes in the graph.
Nodes might be created, moved or destroyed depending on how the world has changed.