A* Pathfinding Project
3.6
The A* Pathfinding Project for Unity 3D
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Handles path calls for a single unit. More...
Handles path calls for a single unit.
This is a component which is meant to be attached to a single unit (AI, Robot, Player, whatever) to handle it's pathfinding calls. It also handles post-processing of paths using modifiers.
Public Types | |
enum | ModifierPass { PreProcess, PostProcessOriginal, PostProcess } |
Public Member Functions | |
void | Awake () |
Initializes a few variables. | |
IEnumerator | DelayPathStart (Path p) |
void | DeregisterModifier (IPathModifier mod) |
Path | GetCurrentPath () |
Returns path. | |
ABPath | GetNewPath (Vector3 start, Vector3 end) |
Returns a new path instance. | |
bool | IsDone () |
Is the current path done calculating. | |
void | OnDestroy () |
Cleans up some variables. | |
void | OnDrawGizmos () |
void | OnMultiPathComplete (Path p) |
Called once for a MultiTargetPath. | |
void | OnPartialPathComplete (Path p) |
Called for each path in a MultiTargetPath. | |
void | OnPathComplete (Path p) |
Called when a path has completed. | |
void | OnPathComplete (Path p, bool runModifiers, bool sendCallbacks) |
Called when a path has completed. | |
void | PostProcess (Path p) |
Post Processes the path. | |
void | RegisterModifier (IPathModifier mod) |
void | ReleaseClaimedPath () |
Releases an eventual claimed path. | |
void | RunModifiers (ModifierPass pass, Path p) |
Runs modifiers on path p. | |
string | StackTrace () |
MultiTargetPath | StartMultiTargetPath (Vector3 start, Vector3[] endPoints, bool pathsForAll, OnPathDelegate callback=null, int graphMask=-1) |
Starts a Multi Target Path from one start point to multiple end points. | |
MultiTargetPath | StartMultiTargetPath (Vector3[] startPoints, Vector3 end, bool pathsForAll, OnPathDelegate callback=null, int graphMask=-1) |
Starts a Multi Target Path from multiple start points to a single target point. | |
MultiTargetPath | StartMultiTargetPath (MultiTargetPath p, OnPathDelegate callback=null, int graphMask=-1) |
Starts a Multi Target Path. | |
Path | StartPath (Vector3 start, Vector3 end) |
Call this function to start calculating a path. | |
Path | StartPath (Vector3 start, Vector3 end, OnPathDelegate callback) |
Call this function to start calculating a path. | |
Path | StartPath (Vector3 start, Vector3 end, OnPathDelegate callback, int graphMask) |
Call this function to start calculating a path. | |
Path | StartPath (Path p, OnPathDelegate callback=null, int graphMask=-1) |
Call this function to start calculating a path. | |
Public Attributes | |
bool | detailedGizmos = false |
bool | drawGizmos = true |
List< GraphNode > | lastCompletedNodePath |
List< Vector3 > | lastCompletedVectorPath |
OnPathDelegate | pathCallback |
Callback for when a path is completed. | |
OnPathDelegate | postProcessOriginalPath |
For anything which requires the original nodes (Node[]) (before modifiers) to work. | |
OnPathDelegate | postProcessPath |
Anything which only modifies the positions (Vector3[]) | |
OnPathDelegate | preProcessPath |
Called before pathfinding is started. | |
bool | saveGetNearestHints = true |
Saves nearest nodes for previous path to enable faster Get Nearest Node calls. | |
StartEndModifier | startEndModifier = new StartEndModifier () |
int[] | tagPenalties = new int[32] |
Penalties for each tag. | |
TagMask | traversableTags = new TagMask (-1,-1) |
Protected Attributes | |
uint | lastPathID = 0 |
The path ID of the last path queried. | |
Path | path |
The current path. | |
Private Attributes | |
GraphNode | endHint |
List< IPathModifier > | modifiers = new List<IPathModifier> () |
OnPathDelegate | onPartialPathDelegate |
OnPathDelegate | onPathDelegate |
Path | prevPath |
Previous path. | |
GraphNode | startHint |
OnPathDelegate | tmpPathCallback |
Temporary callback only called for the current path. | |
enum ModifierPass |
void Awake | ( | ) |
Initializes a few variables.
IEnumerator DelayPathStart | ( | Path | p | ) |
void DeregisterModifier | ( | IPathModifier | mod | ) |
ABPath GetNewPath | ( | Vector3 | start, |
Vector3 | end | ||
) |
Returns a new path instance.
The path will be taken from the path pool if path recycling is turned on.
This path can be sent to StartPath(Path,OnPathDelegate,int) with no change, but if no change is required StartPath(Vector3,Vector3,OnPathDelegate) does just that.
bool IsDone | ( | ) |
Is the current path done calculating.
Returns true if the current path has been returned or if the path is null.
void OnDestroy | ( | ) |
Cleans up some variables.
Releases any eventually claimed paths. Calls OnDestroy on the startEndModifier.
void OnDrawGizmos | ( | ) |
void OnMultiPathComplete | ( | Path | p | ) |
Called once for a MultiTargetPath.
Only returns the path, does not post process.
void OnPartialPathComplete | ( | Path | p | ) |
Called for each path in a MultiTargetPath.
Only post processes the path, does not return it.
void OnPathComplete | ( | Path | p | ) |
Called when a path has completed.
This should have been implemented as optional parameter values, but that didn't seem to work very well with delegates (the values weren't the default ones)
void OnPathComplete | ( | Path | p, |
bool | runModifiers, | ||
bool | sendCallbacks | ||
) |
Called when a path has completed.
Will post process it and return it by calling tmpPathCallback and pathCallback
void PostProcess | ( | Path | p | ) |
Post Processes the path.
This will run any modifiers attached to this GameObject on the path. This is identical to calling RunModifiers(ModifierPass.PostProcess, path)
void RegisterModifier | ( | IPathModifier | mod | ) |
void ReleaseClaimedPath | ( | ) |
Releases an eventual claimed path.
The seeker keeps the latest path claimed so it can draw gizmos. In some cases this might not be desireable and you want it released. In that case, you can call this method to release it (not that path gizmos will then not be drawn).
If you didn't understand anything from the description above, you probably don't need to use this method.
void RunModifiers | ( | ModifierPass | pass, |
Path | p | ||
) |
Runs modifiers on path p.
string StackTrace | ( | ) |
MultiTargetPath StartMultiTargetPath | ( | Vector3 | start, |
Vector3[] | endPoints, | ||
bool | pathsForAll, | ||
OnPathDelegate | callback = null , |
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int | graphMask = -1 |
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) |
Starts a Multi Target Path from one start point to multiple end points.
A Multi Target Path will search for all the end points in one search and will return all paths if pathsForAll is true, or only the shortest one if pathsForAll is false.
start | The start point of the path |
endPoints | The end points of the path |
pathsForAll | Indicates whether or not a path to all end points should be searched for or only to the closest one |
callback | The function to call when the path has been calculated |
graphMask | Mask used to specify which graphs should be searched for close nodes. See Pathfinding.NNConstraint.graphMask.
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callback and pathCallback will be called when the path has completed. Callback will not be called if the path is canceled (e.g when a new path is requested before the previous one has completed)
MultiTargetPath StartMultiTargetPath | ( | Vector3[] | startPoints, |
Vector3 | end, | ||
bool | pathsForAll, | ||
OnPathDelegate | callback = null , |
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int | graphMask = -1 |
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) |
Starts a Multi Target Path from multiple start points to a single target point.
A Multi Target Path will search from all start points to the target point in one search and will return all paths if pathsForAll is true, or only the shortest one if pathsForAll is false.
startPoints | The start points of the path |
end | The end point of the path |
pathsForAll | Indicates whether or not a path from all start points should be searched for or only to the closest one |
callback | The function to call when the path has been calculated |
graphMask | Mask used to specify which graphs should be searched for close nodes. See Pathfinding.NNConstraint.graphMask.
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callback and pathCallback will be called when the path has completed. Callback will not be called if the path is canceled (e.g when a new path is requested before the previous one has completed)
MultiTargetPath StartMultiTargetPath | ( | MultiTargetPath | p, |
OnPathDelegate | callback = null , |
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int | graphMask = -1 |
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) |
Starts a Multi Target Path.
Takes a MultiTargetPath and wires everything up for it to send callbacks to the seeker for post-processing.
p | The path to start calculating |
callback | The function to call when the path has been calculated |
graphMask | Mask used to specify which graphs should be searched for close nodes. See Pathfinding.NNConstraint.graphMask.
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callback and pathCallback will be called when the path has completed. Callback will not be called if the path is canceled (e.g when a new path is requested before the previous one has completed)
Path StartPath | ( | Vector3 | start, |
Vector3 | end | ||
) |
Call this function to start calculating a path.
start | The start point of the path |
end | The end point of the path |
Path StartPath | ( | Vector3 | start, |
Vector3 | end, | ||
OnPathDelegate | callback | ||
) |
Call this function to start calculating a path.
start | The start point of the path |
end | The end point of the path |
callback | The function to call when the path has been calculated |
callback will be called when the path has completed. Callback will not be called if the path is canceled (e.g when a new path is requested before the previous one has completed)
Path StartPath | ( | Vector3 | start, |
Vector3 | end, | ||
OnPathDelegate | callback, | ||
int | graphMask | ||
) |
Call this function to start calculating a path.
start | The start point of the path |
end | The end point of the path |
callback | The function to call when the path has been calculated |
graphMask | Mask used to specify which graphs should be searched for close nodes. See Pathfinding.NNConstraint.graphMask. |
callback will be called when the path has completed. Callback will not be called if the path is canceled (e.g when a new path is requested before the previous one has completed)
Path StartPath | ( | Path | p, |
OnPathDelegate | callback = null , |
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int | graphMask = -1 |
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) |
Call this function to start calculating a path.
p | The path to start calculating |
callback | The function to call when the path has been calculated |
graphMask | Mask used to specify which graphs should be searched for close nodes. See Pathfinding.NNConstraint.graphMask.
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callback will be called when the path has completed. Callback will not be called if the path is canceled (e.g when a new path is requested before the previous one has completed)
bool detailedGizmos = false |
bool drawGizmos = true |
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List<GraphNode> lastCompletedNodePath |
List<Vector3> lastCompletedVectorPath |
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protected |
The path ID of the last path queried.
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The current path.
OnPathDelegate pathCallback |
Callback for when a path is completed.
Movement scripts should register to this delegate.
A temporary callback can also be set when calling StartPath, but that delegate will only be called for that path
OnPathDelegate postProcessOriginalPath |
For anything which requires the original nodes (Node[]) (before modifiers) to work.
OnPathDelegate postProcessPath |
Anything which only modifies the positions (Vector3[])
OnPathDelegate preProcessPath |
Called before pathfinding is started.
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private |
Previous path.
Used to draw gizmos
bool saveGetNearestHints = true |
Saves nearest nodes for previous path to enable faster Get Nearest Node calls.
This variable basically does not a affect anything at the moment. So it is hidden in the inspector
StartEndModifier startEndModifier = new StartEndModifier () |
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private |
int [] tagPenalties = new int[32] |
Penalties for each tag.
Tag 0 which is the default tag, will have added a penalty of tagPenalties[0]. These should only be positive values since the A* algorithm cannot handle negative penalties.
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private |
Temporary callback only called for the current path.
This value is set by the StartPath functions