A* Pathfinding Project
4.0.6
The A* Pathfinding Project for Unity 3D
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Returns a path heading away from a specified point to avoid. More...
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 )
Public Member Functions | |
FleePath () | |
Default constructor. | |
Public Member Functions inherited from RandomPath | |
RandomPath () | |
RandomPath (Vector3 start, int length, OnPathDelegate callback=null) | |
Public Member Functions inherited from ABPath | |
ABPath () | |
Default constructor. | |
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 | |
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. | |
RandomPath | Setup (Vector3 start, int length, OnPathDelegate callback) |
Protected Member Functions inherited from ABPath | |
override void | Cleanup () |
Always called after the path has been calculated. | |
virtual void | CompletePathIfStartIsValidTarget () |
Checks if the start node is the target and complete the path if that is the case. | |
virtual bool | EndPointGridGraphSpecialCase (GraphNode closestWalkableEndNode) |
Applies a special case for grid nodes. | |
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. | |
virtual void | OnEnterPool () |
Called when the path enters the pool. | |
void | PrepareBase (PathHandler pathHandler) |
Prepares low level path variables for calculation. | |
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 ABPath | |
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. | |
Package Attributes inherited from Path | |
float | duration |
How long it took to calculate this path in milliseconds. | |
Path | next |
Internal linked list implementation. | |
Properties inherited from RandomPath | |
override bool | FloodingPath [get] |
override bool | hasEndPoint [get] |
FleePath | ( | ) |
Default constructor.
Do not use this. Instead use the static Construct method which can handle path pooling.
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