A* Pathfinding Project  3.8.12
The A* Pathfinding Project for Unity 3D
 All Classes Namespaces Files Functions Variables Typedefs Enumerations Properties Events Macros Groups Pages
FleePath Class Reference

Returns a path heading away from a specified point to avoid. More...

Detailed Description

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 )

// Call a FleePath call like this, assumes that a Seeker is attached to the GameObject
Vector3 thePointToFleeFrom = Vector3.zero;
// The path will be returned when the path is over a specified length (or more accurately when the traversal cost is greater than a specified value).
// A score of 1000 is approximately equal to the cost of moving one world unit.
int theGScoreToStopAt = 10000;
// Create a path object
FleePath path = FleePath.Construct (transform.position, thePointToFleeFrom, theGScoreToStopAt);
// This is how strongly it will try to flee, if you set it to 0 it will behave like a RandomPath
path.aimStrength = 1;
// Determines the variation in path length that is allowed
path.spread = 4000;
// Get the Seeker component which must be attached to this GameObject
Seeker seeker = GetComponent<Seeker>();
// Start the path and return the result to MyCompleteFunction (which is a function you have to define, the name can of course be changed)
seeker.StartPath(path, MyCompleteFunction);
A* Pro Feature:
This is an A* Pathfinding Project Pro feature only. This function/class/variable might not exist in the Free version of the A* Pathfinding Project or the functionality might be limited
The Pro version can be bought here

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)
 Estimated cost from the specified node to the target.
 
bool CanTraverse (GraphNode node)
 Returns if the node can be traversed.
 
void Claim (System.Object o)
 Claim this path (pooling).
 
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 Release (System.Object o, bool silent=false)
 Releases a path claim (pooling).
 
void ReleaseSilent (System.Object o)
 Releases the path silently (pooling).
 
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

void Setup (Vector3 start, Vector3 avoid, int searchLength, OnPathDelegate callback)
 
- Protected Member Functions inherited from RandomPath
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
void DebugStringPrefix (PathLog logMode, System.Text.StringBuilder text)
 Writes text shared for all overrides of DebugString to the string builder.
 
void DebugStringSuffix (PathLog logMode, System.Text.StringBuilder text)
 Writes text shared for all overrides of DebugString to the string builder.
 
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 = 5000
 All G scores between searchLength and searchLength+spread are valid end points, a random one of them is chosen as the final point.
 
- Protected Attributes inherited from ABPath
int[] endNodeCosts
 Saved original costs for the end node.
 
PathNode partialBestTarget
 Current best target for the partial path.
 
- Package Functions inherited from Path
void PrepareBase (PathHandler pathHandler)
 Prepares low level path variables for calculation.
 
- Package Attributes inherited from Path
Path next
 Internal linked list implementation.
 
bool pooled
 True if the path is currently pooled.
 
- Properties inherited from RandomPath
override bool FloodingPath [get]
 
override bool hasEndPoint [get]
 

Constructor & Destructor Documentation

FleePath ( )

Default constructor.

Do not use this. Instead use the static Construct method which can handle path pooling.

Member Function Documentation

static FleePath Construct ( Vector3  start,
Vector3  avoid,
int  searchLength,
OnPathDelegate  callback = null 
)
static

Constructs a new FleePath.

The FleePath will be taken from a pool.

void Setup ( Vector3  start,
Vector3  avoid,
int  searchLength,
OnPathDelegate  callback 
)
protected

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