A* Pathfinding Project
3.7.4
The A* Pathfinding Project for Unity 3D
|
Floods the area completely for easy computation of any path to a single point. More...
Floods the area completely for easy computation of any path to a single point.
This path is a bit special, because it does not do anything useful by itself. What it does is that it calculates paths to all nodes it can reach, it floods the graph. This data will remain stored in the path. Then you can call a FloodPathTracer path, that path will trace the path from it's starting point all the way to where this path started flooding and thus generating a path extremely quickly.
It is very useful in for example TD (Tower Defence) games where all your AIs will walk to the same point, but from different places, and you do not update the graph or change the target point very often, what changes is their positions and new AIs spawn all the time (which makes it hard to use the MultiTargetPath).
With this path type, it can all be handled easily.
Here follows some example code of the above list of steps:
When searching for a new path to someTargetPosition from let's say transform.position, you do
Where OnPathComplete is your callback function.
Another thing to note is that if you are using NNConstraints on the FloodPathTracer, they must always inherit from Pathfinding.PathIDConstraint.
The easiest is to just modify the instance of PathIDConstraint which is created as the default one.
Public Member Functions | |
FloodPath () | |
Default constructor. | |
override void | CalculateStep (long targetTick) |
Opens nodes until there are none left to search (or until the max time limit has been exceeded) | |
GraphNode | GetParent (GraphNode node) |
bool | HasPathTo (GraphNode node) |
override void | Initialize () |
Initializes the path. | |
override void | Prepare () |
Called before the path is started. | |
override void | Reset () |
Reset all values to their default values. | |
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. | |
virtual void | Cleanup () |
Always called after the path has been calculated. | |
virtual string | DebugString (PathLog logMode) |
Returns a debug string for this path. | |
void | Error () |
Aborts the path because of an error. | |
void | ForceLogError (string msg) |
Logs an error and calls Error(). | |
virtual uint | GetConnectionSpecialCost (GraphNode a, GraphNode b, uint currentCost) |
May be called by graph nodes to get a special cost for some connections. | |
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 FloodPath | Construct (Vector3 start, OnPathDelegate callback=null) |
static FloodPath | Construct (GraphNode start, OnPathDelegate callback=null) |
Public Attributes | |
Vector3 | originalStartPoint |
bool | saveParents = true |
If false, will not save any information. | |
GraphNode | startNode |
Vector3 | startPoint |
Public Attributes inherited from Path | |
OnPathDelegate | callback |
Callback to call when the path is complete. | |
float | duration |
The duration of this path in ms. | |
int | enabledTags = -1 |
Which graph tags are traversable. | |
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. | |
NNConstraint | nnConstraint = PathNNConstraint.Default |
Constraint for how to search for nodes. | |
List< GraphNode > | path |
Holds the path as a Node array. | |
int | searchedNodes |
Number of nodes this path has searched. | |
int | searchIterations |
The number of frames/iterations this path has executed. | |
List< Vector3 > | vectorPath |
Holds the (perhaps post processed) path as a Vector3 array. | |
Protected Member Functions | |
override void | Recycle () |
Internal method to recycle the path. | |
void | Setup (Vector3 start, OnPathDelegate callback) |
void | Setup (GraphNode start, OnPathDelegate callback) |
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. | |
Protected Attributes | |
Dictionary< GraphNode, GraphNode > | parents |
Protected Attributes inherited from Path | |
PathNode | currentR |
The node currently being processed. | |
bool | hasBeenReset |
True if the Reset function has been called. | |
Int3 | hTarget |
Target to use for H score calculations. | |
GraphNode | hTargetNode |
Target to use for H score calculation. | |
int[] | internalTagPenalties |
The tag penalties that are actually used. | |
int[] | manualTagPenalties |
Tag penalties set by other scripts. | |
float | maxFrameTime |
The max number of milliseconds per iteration (frame, in case of non-multithreading) | |
Properties | |
override bool | FloodingPath [get] |
Properties inherited from Path | |
System.DateTime | callTime [get, set] |
When the call was made to start the pathfinding for this path. | |
PathCompleteState | CompleteState [get, set] |
Current state of the path. | |
bool | error [get] |
If the path failed, this is true. | |
string | errorLog [get] |
Log messages with info about eventual errors. | |
virtual bool | FloodingPath [get] |
True for paths that want to search all nodes and not jump over nodes as optimizations. | |
PathHandler | pathHandler [get, set] |
Data for the thread calculating this path. | |
ushort | pathID [get, set] |
ID of this path. | |
int[] | tagPenalties [get, set] |
Penalties for each tag. | |
Additional Inherited Members | |
Package Attributes inherited from Path | |
Path | next |
Internal linked list implementation. | |
bool | recycled |
True if the path is currently recycled (i.e in the path pool). | |
FloodPath | ( | ) |
Default constructor.
Do not use this. Instead use the static Construct method which can handle path pooling.
|
virtual |
Opens nodes until there are none left to search (or until the max time limit has been exceeded)
Implements Path.
|
static |
|
static |
bool HasPathTo | ( | GraphNode | node | ) |
|
virtual |
|
virtual |
|
protectedvirtual |
Internal method to 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.
Implements Path.
|
virtual |
Reset all values to their default values.
Reimplemented from Path.
|
protected |
|
protected |
Vector3 originalStartPoint |
bool saveParents = true |
If false, will not save any information.
Used by some internal parts of the system which doesn't need it.
GraphNode startNode |
Vector3 startPoint |
|
get |