A* Pathfinding Project  3.8
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EndingCondition.cs

This example shows how to use the Pathfinding::XPath's EndingCondition variable.In this example a custom ending condition class is created which tells the path to stop when a node is close enough to the target point. This script should be attached to a GameObject with a Seeker component.

Version
Tested in the A* Pathfinding Project 3.0.7
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using Pathfinding;
public class EndingCondition : MonoBehaviour {
#if FALSE
public int hLimit = 100; /* The H score a close node should have an H score less than. H score is usually roughly the distance*100 */
public Transform targetPoint; /* The target to find a path to (or close to) */
// Use this for initialization
void Start () {
Seeker seeker = GetComponent<Seeker>();
seeker.pathCallback = OnPathComplete;
//Create a new XPath with a custom ending condition
XPath p = new XPath(transform.position, targetPoint.position, null);
p.endingCondition = new CEC(p, hLimit);
//Draw a line in black from the start to the target point
Debug.DrawLine(transform.position, targetPoint.position, Color.black);
seeker.StartPath(p);
}
/* Custom Ending Condition */
public class CEC : ABPathEndingCondition {
public int hLimit = 80;
public CEC (ABPath p, int lim) : base(p) {
hLimit = lim;
}
/* The path should complete when the current node has an H value less than hLimit */
public override bool TargetFound (PathNode node) {
return node.H < hLimit || node.node == abPath.endNode;
}
}
public void OnPathComplete (Path p) {
Debug.Log("Got Callback");
if (p.error) {
Debug.Log("Ouch, the path returned an error");
return;
}
List<Vector3> path = p.vectorPath;
for (int j = 0; j < path.Count-1; j++) {
//Plot segment j to j+1 with a nice color got from Pathfinding.AstarMath.IntToColor
Debug.DrawLine(path[j], path[j+1], Mathfx.IntToColor(1, 0.5F));
}
}
#endif
}