A* Pathfinding Project
4.1.23
The A* Pathfinding Project for Unity 3D
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Finds all nodes within a specified distance from the start. More...
Finds all nodes within a specified distance from the start.
This class will search outwards from the start point and find all nodes which it costs less than ConstantPath.maxGScore to reach, this is usually the same as the distance to them multiplied with 1000
The path can be called like:
Then when getting the callback, all nodes will be stored in the variable ConstantPath.allNodes (remember that you need to cast it from Path to ConstantPath first to get the variable).
This list will be sorted by the cost to reach that node (more specifically the G score if you are familiar with the terminology for search algorithms).
Static Public Member Functions | |
static ConstantPath | Construct (Vector3 start, int maxGScore, OnPathDelegate callback=null) |
Constructs a ConstantPath starting from the specified point. More... | |
Public Attributes | |
List< GraphNode > | allNodes |
Contains all nodes the path found. More... | |
PathEndingCondition | endingCondition |
Controls when the path should terminate. More... | |
Vector3 | originalStartPoint |
GraphNode | startNode |
Vector3 | startPoint |
Public Attributes inherited from Path | |
OnPathDelegate | callback |
Callback to call when the path is complete. More... | |
int | enabledTags = -1 |
Which graph tags are traversable. More... | |
Heuristic | heuristic |
Determines which heuristic to use. More... | |
float | heuristicScale = 1F |
Scale of the heuristic values. More... | |
OnPathDelegate | immediateCallback |
Immediate callback to call when the path is complete. More... | |
NNConstraint | nnConstraint = PathNNConstraint.Default |
Constraint for how to search for nodes. More... | |
List< GraphNode > | path |
Holds the path as a Node array. More... | |
ITraversalProvider | traversalProvider |
Provides additional traversal information to a path request. More... | |
List< Vector3 > | vectorPath |
Holds the (possibly post processed) path as a Vector3 list. More... | |
Protected Member Functions | |
override void | CalculateStep (long targetTick) |
Calculates the until it is complete or the time has progressed past targetTick. More... | |
override void | Cleanup () |
Always called after the path has been calculated. More... | |
override void | Initialize () |
Initializes the path. More... | |
override void | OnEnterPool () |
Called when the path enters the pool. More... | |
override void | Prepare () |
Called before the path is started. More... | |
override void | Reset () |
Reset the path to default values. More... | |
void | Setup (Vector3 start, int maxGScore, OnPathDelegate callback) |
Sets up a ConstantPath starting from the specified point. More... | |
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. More... | |
void | DebugStringSuffix (PathLog logMode, System.Text.StringBuilder text) |
Writes text shared for all overrides of DebugString to the string builder. More... | |
void | PrepareBase (PathHandler pathHandler) |
Prepares low level path variables for calculation. More... | |
virtual void | ReturnPath () |
Calls callback to return the calculated path. More... | |
virtual void | Trace (PathNode from) |
Traces the calculated path from the end node to the start. More... | |
Properties | |
override bool | FloodingPath [get] |
Properties inherited from Path | |
PathCompleteState | CompleteState [get, protected set] |
Current state of the path. More... | |
bool | error [get] |
If the path failed, this is true. More... | |
string | errorLog [get, private set] |
Additional info on why a path failed. More... | |
virtual bool | FloodingPath [get] |
True for paths that want to search all nodes and not jump over nodes as optimizations. More... | |
PathHandler IPathInternals. | PathHandler [get] |
ushort | pathID [get, private set] |
ID of this path. More... | |
PathState | PipelineState [get, private set] |
Returns the state of the path in the pathfinding pipeline. More... | |
bool IPathInternals. | Pooled [get, set] |
True if the path is currently pooled. More... | |
bool | recycled [get] |
True if the path is currently recycled (i.e in the path pool). More... | |
int [] | tagPenalties [get, set] |
Penalties for each tag. More... | |
Properties inherited from IPathInternals | |
PathHandler | PathHandler [get] |
bool | Pooled [get, set] |
Additional Inherited Members | |
Public Member Functions inherited from Path | |
void | BlockUntilCalculated () |
Blocks until this path has been calculated and returned. More... | |
void | Claim (System.Object o) |
Claim this path (pooling). More... | |
void | Error () |
Aborts the path because of an error. More... | |
PathState | GetState () |
Returns the state of the path in the pathfinding pipeline. More... | |
float | GetTotalLength () |
Total Length of the path. More... | |
bool | IsDone () |
Returns if this path is done calculating. More... | |
void | Release (System.Object o, bool silent=false) |
Releases a path claim (pooling). More... | |
IEnumerator | WaitForPath () |
Waits until this path has been calculated and returned. More... | |
Protected Attributes inherited from Path | |
PathCompleteState | completeState |
Backing field for CompleteState. More... | |
PathNode | currentR |
The node currently being processed. More... | |
bool | hasBeenReset |
True if the Reset function has been called. More... | |
Int3 | hTarget |
Target to use for H score calculations. More... | |
GraphNode | hTargetNode |
Target to use for H score calculation. More... | |
int [] | internalTagPenalties |
The tag penalties that are actually used. More... | |
int [] | manualTagPenalties |
Tag penalties set by other scripts. More... | |
PathHandler | pathHandler |
Data for the thread calculating this path. More... | |
Package Functions inherited from Path | |
uint | CalculateHScore (GraphNode node) |
Estimated cost from the specified node to the target. More... | |
bool | CanTraverse (GraphNode node) |
Returns if the node can be traversed. More... | |
virtual string | DebugString (PathLog logMode) |
Returns a string with information about it. More... | |
void | FailWithError (string msg) |
Causes the path to fail and sets errorLog to msg. More... | |
virtual uint | GetConnectionSpecialCost (GraphNode a, GraphNode b, uint currentCost) |
May be called by graph nodes to get a special cost for some connections. More... | |
Int3 | GetHTarget () |
uint | GetTagPenalty (int tag) |
Returns penalty for the given tag. More... | |
uint | GetTraversalCost (GraphNode node) |
void | Log (string msg) |
Appends a message to the errorLog. More... | |
void | LogError (string msg) |
Logs an error. More... | |
void | ReleaseSilent (System.Object o) |
Releases the path silently (pooling). More... | |
Package Attributes inherited from Path | |
float | duration |
How long it took to calculate this path in milliseconds. More... | |
Path | next |
Internal linked list implementation. More... | |
int | searchedNodes |
Number of nodes this path has searched. More... | |
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protectedvirtual |
Calculates the until it is complete or the time has progressed past targetTick.
Implements Path.
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protectedvirtual |
Always called after the path has been calculated.
Guaranteed to be called before other paths have been calculated on the same thread. Use for cleaning up things like node tagging and similar.
Reimplemented from Path.
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static |
Constructs a ConstantPath starting from the specified point.
start | From where the path will be started from (the closest node to that point will be used) |
maxGScore | Searching will be stopped when a node has a G score greater than this |
callback | Will be called when the path has completed, leave this to null if you use a Seeker to handle calls |
Searching will be stopped when a node has a G score (cost to reach it) greater or equal to maxGScore in order words it will search all nodes with a cost to get there less than maxGScore.
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protectedvirtual |
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protectedvirtual |
Called when the path enters the pool.
This method should release e.g pooled lists and other pooled resources The base version of this method releases vectorPath and path lists. Reset() will be called after this function, not before.
Reimplemented from Path.
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protectedvirtual |
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protectedvirtual |
Reset the path to default values.
Clears the allNodes list.
Also sets heuristic to Heuristic.None as it is the default value for this path type
Reimplemented from Path.
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protected |
Sets up a ConstantPath starting from the specified point.
List<GraphNode> allNodes |
Contains all nodes the path found.
This list will be sorted by G score (cost/distance to reach the node).
PathEndingCondition endingCondition |
Controls when the path should terminate.
This is set up automatically in the constructor to an instance of the Pathfinding.EndingConditionDistance class with a maxGScore is specified in the constructor. If you want to use another ending condition.
Vector3 originalStartPoint |
GraphNode startNode |
Vector3 startPoint |
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getpackage |