A* Pathfinding Project
3.6.8
The A* Pathfinding Project for Unity 3D
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Extended Path.
This is the same as a standard path but it is possible to customize when the target should be considered reached. Can be used to for example signal a path as complete when it is within a specific distance from the target.
Public Member Functions | |
XPath () | |
override void | CalculateStep (long targetTick) |
Calculates the path until completed or until the time has passed targetTick. | |
override void | Reset () |
Reset all values to their default values. | |
Public Member Functions inherited from ABPath | |
ABPath (Vector3 start, Vector3 end, OnPathDelegate callbackDelegate) | |
Create a new path with a start and end point. | |
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 | Initialize () |
Initializes 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) |
bool | CanTraverse (GraphNode node) |
Returns if the node can be traversed. | |
void | Claim (System.Object o) |
Claim this path. | |
void | Error () |
Aborts the path because of an error. | |
void | ForceLogError (string msg) |
Logs an error and calls 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. | |
void | Log (string msg) |
Appends a message to the errorLog. | |
void | LogError (string msg) |
Appends msg to errorLog and logs msg to the console. | |
virtual void | OnEnterPool () |
Called when the path enters the pool. | |
void | PrepareBase (PathHandler pathHandler) |
Prepares low level path variables for calculation. | |
void | Release (System.Object o) |
Releases a path claim. | |
void | ReleaseSilent (System.Object o) |
Releases the path silently. | |
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 new XPath | Construct (Vector3 start, Vector3 end, 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. | |
Public Attributes | |
PathEndingCondition | endingCondition |
Ending Condition for the path. | |
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 |
Exact 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 |
Exact start point of the path. | |
Public Attributes inherited from Path | |
OnPathDelegate | callback |
Callback to call when the path is complete. | |
System.DateTime | callTime |
When the call was made to start the pathfinding for this path. | |
float | duration |
The duration of this path in ms. | |
int | enabledTags = -1 |
Which graph tags are traversable. | |
int | height |
Height of the character. | |
Heuristic | heuristic |
Determines which heuristic to use. | |
float | heuristicScale = 1F |
Scale of the heuristic values. | |
OnPathDelegate | immediateCallback |
Immediate callback to call when the path is complete. | |
Path | next |
The next path to be searched. | |
NNConstraint | nnConstraint = PathNNConstraint.Default |
Constraint for how to search for nodes. | |
List< GraphNode > | path |
Holds the path as a Node array. | |
PathHandler | pathHandler |
Data for the thread calculating this path. | |
ushort | pathID |
ID of this path. | |
int | radius |
Radius for the unit searching for the path. | |
bool | recycled |
True if the path is currently recycled (i.e in the path pool). | |
int | searchedNodes |
Number of nodes this path has searched. | |
int | searchIterations |
int | speed |
Speed of the character. | |
int | turnRadius |
Turning radius of the character. | |
List< Vector3 > | vectorPath |
Holds the (perhaps post processed) path as a Vector3 array. | |
int | walkabilityMask = -1 |
A mask for defining what type of ground a unit can traverse, not used in any default standard graph. | |
Protected Member Functions | |
override void | CompletePathIfStartIsValidTarget () |
The start node need to be special cased and checked here if it is a valid target. | |
override void | Recycle () |
Recycle the path. | |
Protected Member Functions inherited from ABPath | |
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 | |
bool | HasExceededTime (int searchedNodes, long targetTime) |
virtual void | Trace (PathNode from) |
Traces the calculated path from the end node to the start. | |
Additional Inherited Members | |
Protected Attributes inherited from ABPath | |
int[] | endNodeCosts |
Saved original costs for the end node. | |
PathNode | partialBestTarget |
Current best target for the partial path. | |
Properties inherited from ABPath | |
virtual bool | hasEndPoint [get] |
Determines if a search for an end node should be done. | |
XPath | ( | ) |
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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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protectedvirtual |
The start node need to be special cased and checked here if it is a valid target.
Reimplemented from ABPath.
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static |
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protectedvirtual |
Recycle the path.
Calling this means that the path and any variables on it are not needed anymore and the path can be pooled. All path data will be reset. Implement this in inheriting path types to support recycling of paths.
Reimplemented from ABPath.
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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.
PathEndingCondition endingCondition |
Ending Condition for the path.
The ending condition determines when the path has been completed. Can be used to for example signal a path as complete when it is within a specific distance from the target.
If ending conditions are used that are not centered around the endpoint of the path you should also switch the heuristic to None to make sure that optimal paths are still found. This has quite a large performance impact so you might want to try to run it with the default heuristic and see if the path is optimal in enough cases.