A* Pathfinding Project  3.7
The A* Pathfinding Project for Unity 3D
 All Classes Namespaces Files Functions Variables Typedefs Enumerations Properties Events Macros Groups Pages
PathEndingCondition Class Reference

Customized ending condition for a path. More...

Detailed Description

Customized ending condition for a path.

This class can be used to implement a custom ending condition for e.g an Pathfinding.XPath.
Inherit from this class and override the TargetFound function to implement you own ending condition logic.

For example, you might want to create an Ending Condition which stops when a node is close enough to a given point.
Then what you do is that you create your own class, let's call it MyEndingCondition and override the function TargetFound to specify our own logic. We want to inherit from ABPathEndingCondition because only ABPaths have end points defined.

public class MyEndingCondition : ABPathEndingCondition {
// Maximum world distance to the target node before terminating the path
public float maxDistance = 10;
// Reuse the constructor in the superclass
public EndingConditionProximity (ABPath p) : base (p) {}
public override bool TargetFound (PathNode node) {
return ((Vector3)node.node.position - abPath.originalEndPoint).sqrMagnitude <= maxDistance*maxDistance;

One part at a time. We need to cast the node's position to a Vector3 since internally, it is stored as an integer coordinate (Int3). Then we subtract the Pathfinding.Path.originalEndPoint from it to get their difference. The original end point is always the exact point specified when calling the path. As a last step we check the squared magnitude (squared distance, it is much faster than the non-squared distance) and check if it is lower or equal to our maxDistance squared.
There you have it, it is as simple as that. Then you simply assign it to the endingCondition variable on, for example an XPath which uses the EndingCondition.

EndingConditionProximity ec = new MyEndingCondition ();
ec.maxDistance = 100; //Or some other value
myXPath.endingCondition = ec;
//Call the path!
mySeeker.StartPath (ec);

Where mySeeker is a Seeker component, and myXPath is an Pathfinding.XPath.

The above was written without testing. I hope I haven't made any mistakes, if you try it out, and it doesn't seem to work. Please post a comment below.
Written for
Method structure changed in 3.2
Updated in version 3.6.8
See Also

Public Member Functions

 PathEndingCondition (Path p)
virtual bool TargetFound (PathNode node)
 Has the ending condition been fulfilled.

Protected Member Functions

 PathEndingCondition ()

Protected Attributes

Path path
 Path which this ending condition is used on.

Constructor & Destructor Documentation

PathEndingCondition ( )

Member Function Documentation

virtual bool TargetFound ( PathNode  node)

Has the ending condition been fulfilled.

nodeThe current node. This is per default the same as asking if node == p.endNode

Reimplemented in EndingConditionDistance, EndingConditionProximity, and ABPathEndingCondition.

Member Data Documentation

Path path

Path which this ending condition is used on.

The documentation for this class was generated from the following file: