A* Pathfinding Project  3.7.2
The A* Pathfinding Project for Unity 3D
 All Classes Namespaces Files Functions Variables Typedefs Enumerations Properties Events Macros Groups Pages
astarclasses.cs File Reference

Classes

class  AstarColor
 Stores editor colors. More...
 
struct  GraphHitInfo
 Returned by graph ray- or linecasts containing info about the hit. More...
 
class  GraphUpdateObject
 Represents a collection of settings used to update nodes in a specific region of a graph. More...
 
struct  IntRect
 Integer Rectangle. More...
 
interface  IRaycastableGraph
 
interface  IUpdatableGraph
 Graphs which can be updated during runtime. More...
 
class  NNConstraint
 Nearest node constraint. More...
 
struct  NNInfo
 
class  PathNNConstraint
 A special NNConstraint which can use different logic for the start node and end node in a path. More...
 
struct  PathThreadInfo
 Holds info about one pathfinding thread. More...
 
struct  Progress
 Progress info for e.g a progressbar. More...
 
class  TagMask
 Holds a tagmask. More...
 

Namespaces

package  Pathfinding
 
package  Pathfinding.RVO
 Local avoidance related classes.
 

Enumerations

enum  ConnectionType { Connection, ModifyNode }
 Type of connection for a user placed link. More...
 
enum  GraphDebugMode {
  Areas, G, H, F,
  Penalty, Connections, Tags
}
 What data to draw the graph debugging with. More...
 
enum  GraphUpdateThreading { UnityThread, SeparateThread, SeparateAndUnityInit }
 
enum  Heuristic { Manhattan, DiagonalManhattan, Euclidean, None }
 Heuristic to use. More...
 
enum  PathCompleteState { NotCalculated = 0, Error = 1, Complete = 2, Partial = 3 }
 
enum  PathLog {
  None, Normal, Heavy, InGame,
  OnlyErrors
}
 How path results are logged by the system. More...
 
enum  PathState {
  Created = 0, PathQueue = 1, Processing = 2, ReturnQueue = 3,
  Returned = 4
}
 
enum  ThreadCount {
  AutomaticLowLoad = -1, AutomaticHighLoad = -2, None = 0, One = 1,
  Two, Three, Four, Five,
  Six, Seven, Eight
}
 

Functions

delegate Vector3[] GetNextTargetDelegate (Path p, Vector3 currentPosition)
 
delegate void NodeDelegate (GraphNode node)
 
delegate void OnGraphDelegate (NavGraph graph)
 
delegate void OnPathDelegate (Path p)
 
delegate void OnScanDelegate (AstarPath script)
 
delegate void OnScanStatus (Progress progress)
 

Enumeration Type Documentation

Type of connection for a user placed link.

Enumerator:
Connection 
ModifyNode 

What data to draw the graph debugging with.

Enumerator:
Areas 
G 
H 
F 
Penalty 
Connections 
Tags 
Enumerator:
UnityThread 
SeparateThread 
SeparateAndUnityInit 
enum Heuristic

Heuristic to use.

Heuristic is the estimated cost from the current node to the target

Enumerator:
Manhattan 
DiagonalManhattan 
Euclidean 
None 
Enumerator:
NotCalculated 
Error 
Complete 
Partial 
enum PathLog

How path results are logged by the system.

Enumerator:
None 

Does not log anything.

Normal 

Logs basic info about the paths.

Heavy 

Includes additional info.

InGame 

Same as heavy, but displays the info in-game using GUI.

OnlyErrors 

Same as normal, but logs only paths which returned an error.

enum PathState
Enumerator:
Created 
PathQueue 
Processing 
ReturnQueue 
Returned 
Enumerator:
AutomaticLowLoad 
AutomaticHighLoad 
None 
One 
Two 
Three 
Four 
Five 
Six 
Seven 
Eight 

Function Documentation

delegate Vector3 [] GetNextTargetDelegate ( Path  p,
Vector3  currentPosition 
)
delegate void NodeDelegate ( GraphNode  node)
delegate void OnGraphDelegate ( NavGraph  graph)
delegate void OnPathDelegate ( Path  p)
Examples:
WaypointPath.cs.
delegate void OnScanDelegate ( AstarPath  script)
delegate void OnScanStatus ( Progress  progress)