Connects two nodes with a direct connection.
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Connects two nodes with a direct connection.
It is not possible to detect this link when following a path (which may be good or bad), for that you can use NodeLink2.
- See also
- Editing graph connections manually
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Transform | End [get] |
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Transform | Start [get] |
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◆ Apply()
◆ InternalOnPostScan()
void InternalOnPostScan |
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◆ OnDrawGizmos()
◆ OnGraphsPostUpdate()
override void OnGraphsPostUpdate |
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Called after graphs have been updated using GraphUpdateObjects.
Eventual flood filling has been done
Reimplemented from GraphModifier.
◆ OnPostScan()
override void OnPostScan |
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Called right after all graphs have been scanned.
FloodFill and other post processing has not been done.
- Warning
- Since OnEnable and Awake are called roughly in the same time, the only way to ensure that these scripts get this call when scanning in Awake is to set the Script Execution Order for AstarPath to some time later than default time (see Edit -> Project Settings -> Script Execution Order).
- Todo:
- Is this still relevant? A call to FindAllModifiers should have before this method is called so the above warning is probably not relevant anymore.
- See also
- OnLatePostScan
Reimplemented from GraphModifier.
◆ costFactor
The connection will be this times harder/slower to traverse.
Note that values lower than one will not always make the pathfinder choose this path instead of another path even though this one should lead to a lower total cost unless you also adjust the Heuristic Scale in A* Inspector -> Settings -> Pathfinding or disable the heuristic altogether.
◆ deleteConnection
bool deleteConnection = false |
Delete existing connection instead of adding one.
◆ end
End position of the link.
◆ oneWay
Make a one-way connection.
◆ End
◆ Start
The documentation for this class was generated from the following file:
- /Users/arong/Unity/a-pathfinding-project/Assets/AstarPathfindingProject/Core/Misc/NodeLink.cs