A* Pathfinding Project
3.7
The A* Pathfinding Project for Unity 3D
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Returns a path heading away from a specified point to avoid. More...
Returns a path heading away from a specified point to avoid.
The search will terminate when G >= length (passed to the constructor) + FleePath.spread.
Can be used to make an AI to flee from an enemy (cannot guarantee that it will not be forced into corners though :D )
Public Member Functions | |
FleePath () | |
Default constructor. | |
Public Member Functions inherited from RandomPath | |
RandomPath () | |
RandomPath (Vector3 start, int length, OnPathDelegate callback=null) | |
override void | CalculateStep (long targetTick) |
Calculates the path until completed or until the time has passed targetTick. | |
override void | Initialize () |
Initializes the path. | |
override void | Prepare () |
Prepares the path. | |
override void | Reset () |
Reset all values to their default values. | |
override void | ReturnPath () |
Calls callback to return the calculated path. | |
Public Member Functions inherited from ABPath | |
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. | |
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. | |
IEnumerator | WaitForPath () |
Waits until this path has been calculated and returned. | |
Static Public Member Functions | |
static FleePath | Construct (Vector3 start, Vector3 avoid, int searchLength, OnPathDelegate callback=null) |
Constructs a new FleePath. | |
Static Public Member Functions inherited from RandomPath | |
static RandomPath | Construct (Vector3 start, int length, 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. | |
Protected Member Functions | |
override void | Recycle () |
Internal method to recycle the path. | |
void | Setup (Vector3 start, Vector3 avoid, int searchLength, OnPathDelegate callback) |
Protected Member Functions inherited from RandomPath | |
override void | Recycle () |
Internal method to recycle the path. | |
RandomPath | Setup (Vector3 start, int length, OnPathDelegate callback) |
Protected Member Functions inherited from ABPath | |
virtual void | CompletePathIfStartIsValidTarget () |
Checks if the start node is the target and complete the path if that is the case. | |
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 | |
Public Attributes inherited from RandomPath | |
Vector3 | aim |
An aim can be used to guide the pathfinder to not take totally random paths. | |
float | aimStrength |
If an aim is set, the higher this value is, the more it will try to reach aim. | |
int | searchLength |
G score to stop searching at. | |
int | spread |
All G scores between searchLength and searchLength+spread are valid end points, a random one of them is chosen as the final point. | |
bool | uniform |
Protected Attributes inherited from ABPath | |
int[] | endNodeCosts |
Saved original costs for the end node. | |
PathNode | partialBestTarget |
Current best target for the partial path. | |
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). | |
Properties inherited from RandomPath | |
override bool | FloodingPath [get] |
override bool | hasEndPoint [get] |
FleePath | ( | ) |
Default constructor.
Do not use this. Instead use the static Construct method which can handle path pooling.
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static |
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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.
Reimplemented from ABPath.
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protected |