A* Pathfinding Project  3.6
The A* Pathfinding Project for Unity 3D
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MultiTargetPath Member List

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

ABPath(Vector3 start, Vector3 end, OnPathDelegate callbackDelegate)ABPath
ABPath()ABPath
AdvanceState(PathState s)Path
CalculateHScore(GraphNode node)Path
calculatePartialABPath
CalculateStep(long targetTick)MultiTargetPathvirtual
callbackPath
callbacksMultiTargetPath
callTimePath
CanTraverse(GraphNode node)Path
chosenTargetMultiTargetPath
Claim(System.Object o)Path
Cleanup()ABPathvirtual
CompleteStatePath
Construct(Vector3[] startPoints, Vector3 target, OnPathDelegate[] callbackDelegates, OnPathDelegate callback=null)MultiTargetPathstatic
Construct(Vector3 start, Vector3[] targets, OnPathDelegate[] callbackDelegates, OnPathDelegate callback=null)MultiTargetPathstatic
Pathfinding::ABPath.Construct(Vector3 start, Vector3 end, OnPathDelegate callback=null)ABPathstatic
currentRPathprotected
DebugString(PathLog logMode)MultiTargetPathvirtual
durationPath
enabledTagsPath
endHintABPath
endNodeABPath
endNodeCostsABPathprotected
endPointABPath
endsFoundMultiTargetPath
Error()Path
errorPath
errorLogPath
FloodingPathPath
ForceLogError(string msg)Path
FoundTarget(PathNode nodeR, int i)MultiTargetPath
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
HeuristicMode enum nameMultiTargetPath
heuristicModeMultiTargetPath
heuristicScalePath
hTargetPathprotected
hTargetNodePathprotected
immediateCallbackPath
Initialize()MultiTargetPathvirtual
internalTagPenaltiesPathprotected
invertedMultiTargetPath
IsDone()Path
Log(string msg)Path
LogError(string msg)Path
manualTagPenaltiesPathprotected
maxFrameTimePathprotected
MultiTargetPath()MultiTargetPath
MultiTargetPath(Vector3[] startPoints, Vector3 target, OnPathDelegate[] callbackDelegates, OnPathDelegate callbackDelegate=null)MultiTargetPath
MultiTargetPath(Vector3 start, Vector3[] targets, OnPathDelegate[] callbackDelegates, OnPathDelegate callbackDelegate=null)MultiTargetPath
nextPath
nnConstraintPath
nodePathsMultiTargetPath
OnEnterPool()MultiTargetPathvirtual
originalEndPointABPath
originalStartPointABPath
originalTargetPointsMultiTargetPath
partialBestTargetABPathprotected
pathPath
pathHandlerPath
pathIDPath
pathsForAllMultiTargetPath
Prepare()MultiTargetPathvirtual
PrepareBase(PathHandler pathHandler)Path
radiusPath
RebuildOpenList()MultiTargetPathprotected
recalcStartEndCostsABPath
Recycle()MultiTargetPathprotectedvirtual
recycledPath
Release(System.Object o)Path
ReleaseSilent(System.Object o)Path
Reset()ABPathvirtual
ResetCosts(Path p)ABPath
ResetFlags(Path p)MultiTargetPath
ReturnPath()MultiTargetPathvirtual
searchedNodesPath
searchIterationsPath
sequentialTargetMultiTargetPath
Setup(Vector3 start, Vector3[] targets, OnPathDelegate[] callbackDelegates, OnPathDelegate callback)MultiTargetPathprotected
Pathfinding::ABPath.Setup(Vector3 start, Vector3 end, OnPathDelegate callbackDelegate)ABPathprotected
speedPath
startHintABPath
startIntPointABPath
startNodeABPath
startPointABPath
tagPenaltiesPath
targetNodeCountMultiTargetPathprotected
targetNodesMultiTargetPath
targetPointsMultiTargetPath
targetsFoundMultiTargetPath
Trace(PathNode node)MultiTargetPathprotectedvirtual
turnRadiusPath
UpdateStartEnd(Vector3 start, Vector3 end)ABPathprotected
vectorPathPath
vectorPathsMultiTargetPath
WaitForPath()Path
walkabilityMaskPath