A* Pathfinding Project  4.0.8
The A* Pathfinding Project for Unity 3D
 All Classes Namespaces Files Functions Variables Typedefs Enumerations Properties Events Macros Groups Pages
WaypointPath.cs

Path passing through multiple waypoints.This example shows a simple approach to creating a path which passes through multiple waypoints instead of, as in the case of the ABPath only goes from one point to another. This script will issue multiple path requests and stitch the paths together.

This is not a real path (as in it does not inherit from Pathfinding.Path) but the API is similar.

If you want to use post processing for each path (e.g smoothing) you can modify the script to use a Seeker reference and call Seeker.PostProcess on every path when they have been calculated.

using UnityEngine;
using Pathfinding;
using System.Collections.Generic;
using Pathfinding.Util;
public class WaypointPath {
Vector3[] waypoints;
ABPath[] paths;
int completedPaths = -1;
public List<Vector3> vectorPath;
public List<GraphNode> nodePath;
public delegate void OnWaypointPathComplete (WaypointPath p);
OnWaypointPathComplete callback;
public WaypointPath (Vector3[] waypoints, OnWaypointPathComplete callback) {
this.waypoints = waypoints;
this.callback = callback;
}
public bool HasError () {
return completedPaths != paths.Length;
}
public void StartPath (OnPathDelegate config = null) {
if (completedPaths != -1) throw new System.Exception("Do not start the path more than once");
completedPaths = 0;
paths = new ABPath[waypoints.Length-1];
for (int i = 0; i < paths.Length; i++) {
paths[i] = ABPath.Construct(waypoints[i], waypoints[i+1], OnPathComplete);
if (config != null) config(paths[i]);
//Here you should set all custom parameters for the path
//E.g tags
AstarPath.StartPath(paths[i]);
}
}
void OnPathComplete (Path p) {
if (p.error) {
for (int i = 0; i < paths.Length; i++) paths[i].Error();
Completed();
return;
}
ABPath path = p as ABPath;
if (path == null) throw new System.Exception("Only ABPaths should be returned to this object");
completedPaths++;
if (completedPaths == paths.Length) {
Completed();
}
}
void Completed () {
if (completedPaths == paths.Length) {
vectorPath = ListPool<Vector3>.Claim();
nodePath = ListPool<GraphNode>.Claim();
for (int i = 0; i < paths.Length; i++) {
List<Vector3> vp = paths[i].vectorPath;
List<GraphNode> np = paths[i].path;
for (int j = 0; j < vp.Count; j++) {
if (vectorPath.Count == 0 || vectorPath[vectorPath.Count-1] != vp[j]) vectorPath.Add(vp[j]);
}
for (int j = 0; j < np.Count; j++) {
if (nodePath.Count == 0 || nodePath[nodePath.Count-1] != np[j]) nodePath.Add(np[j]);
}
}
}
if (callback != null) {
callback(this);
}
}
}