A* Pathfinding Project
3.8
The A* Pathfinding Project for Unity 3D
|
GraphUpdateObject with more settings for the LayerGridGraph. More...
GraphUpdateObject with more settings for the LayerGridGraph.
Public Attributes | |
bool | preserveExistingNodes = true |
If true, nodes will be reused. | |
bool | recalculateNodes |
Recalculate nodes in the graph. | |
Public Attributes inherited from GraphUpdateObject | |
int | addPenalty |
Penalty to add to the nodes. | |
Bounds | bounds |
The bounds to update nodes within. | |
List< GraphNode > | changedNodes |
Nodes which were updated by this GraphUpdateObject. | |
bool | modifyTag |
If true, all nodes' tag will be set to setTag. | |
bool | modifyWalkability |
If true, all nodes' walkable variable will be set to setWalkability. | |
NNConstraint | nnConstraint = NNConstraint.None |
NNConstraint to use. | |
bool | requiresFloodFill = true |
Controlls if a flood fill will be carried out after this GUO has been applied. | |
bool | resetPenaltyOnPhysics = true |
When updatePhysics is true, GridGraphs will normally reset penalties, with this option you can override it. | |
int | setTag |
If modifyTag is true, all nodes' tag will be set to this value. | |
bool | setWalkability |
If modifyWalkability is true, the nodes' walkable variable will be set to this value. | |
GraphUpdateShape | shape |
A shape can be specified if a bounds object does not give enough precision. | |
bool | trackChangedNodes |
Track which nodes are changed and save backup data. | |
bool | updateErosion = true |
Update Erosion for GridGraphs. | |
bool | updatePhysics = true |
Use physics checks to update nodes. | |
Additional Inherited Members | |
Public Member Functions inherited from GraphUpdateObject | |
GraphUpdateObject () | |
GraphUpdateObject (Bounds b) | |
Creates a new GUO with the specified bounds. | |
virtual void | Apply (GraphNode node) |
Updates the specified node using this GUO's settings. | |
virtual void | RevertFromBackup () |
Reverts penalties and flags (which includes walkability) on every node which was updated using this GUO. | |
virtual void | WillUpdateNode (GraphNode node) |
Should be called on every node which is updated with this GUO before it is updated. | |
bool preserveExistingNodes = true |
If true, nodes will be reused.
This can be used to preserve e.g penalty values when recalculating
bool recalculateNodes |
Recalculate nodes in the graph.
Nodes might be created, moved or destroyed depending on how the world has changed.