A* Pathfinding Project  4.1.14
The A* Pathfinding Project for Unity 3D
RichPath Class Reference

Public Member Functions

 RichPath ()
void Clear ()
RichPathPart GetCurrentPart ()
void Initialize (Seeker seeker, Path path, bool mergePartEndpoints, bool simplificationMode)
 Use this for initialization. More...
void NextPart ()

Public Attributes

Seeker seeker
ITransform transform
 Transforms points from path space to world space. More...


bool CompletedAllParts [get]
 True if we have completed (called NextPart for) the last part in the path. More...
Vector3 Endpoint [get, private set]
bool IsLastPart [get]
 True if we are traversing the last part of the path. More...

Private Attributes

int currentPart
readonly List< RichPathPartparts = new List<RichPathPart>()

Constructor & Destructor Documentation

◆ RichPath()

RichPath ( )

Member Function Documentation

◆ Clear()

void Clear ( )

◆ GetCurrentPart()

RichPathPart GetCurrentPart ( )

◆ Initialize()

void Initialize ( Seeker  seeker,
Path  path,
bool  mergePartEndpoints,
bool  simplificationMode 

Use this for initialization.

seekerOptionally provide in order to take tag penalties into account. May be null if you do not use a Seeker\
pathPath to follow
mergePartEndpointsIf true, then adjacent parts that the path is split up in will try to use the same start/end points. For example when using a link on a navmesh graph Instead of first following the path to the center of the node where the link is and then follow the link, the path will be adjusted to go to the exact point where the link starts which usually makes more sense.
simplificationModeThe path can optionally be simplified. This can be a bit expensive for long paths.

◆ NextPart()

void NextPart ( )

Member Data Documentation

◆ currentPart

int currentPart

◆ parts

readonly List<RichPathPart> parts = new List<RichPathPart>()

◆ seeker

Seeker seeker

◆ transform

ITransform transform

Transforms points from path space to world space.

If null the identity transform will be used.

This is used when the world position of the agent does not match the corresponding position on the graph. This is the case in the example scene called 'Moving'.

See also

Property Documentation

◆ CompletedAllParts

bool CompletedAllParts

True if we have completed (called NextPart for) the last part in the path.

◆ Endpoint

Vector3 Endpoint
getprivate set

◆ IsLastPart

bool IsLastPart

True if we are traversing the last part of the path.

The documentation for this class was generated from the following file: