A* Pathfinding Project  4.1.7
The A* Pathfinding Project for Unity 3D
FleePath Class Reference

Returns a path heading away from a specified point to avoid. More...

Detailed Description

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 )

// Call a FleePath call like this, assumes that a Seeker is attached to the GameObject
Vector3 thePointToFleeFrom = Vector3.zero;
// The path will be returned when the path is over a specified length (or more accurately when the traversal cost is greater than a specified value).
// A score of 1000 is approximately equal to the cost of moving one world unit.
int theGScoreToStopAt = 10000;
// Create a path object
FleePath path = FleePath.Construct (transform.position, thePointToFleeFrom, theGScoreToStopAt);
// This is how strongly it will try to flee, if you set it to 0 it will behave like a RandomPath
path.aimStrength = 1;
// Determines the variation in path length that is allowed
path.spread = 4000;
// Get the Seeker component which must be attached to this GameObject
Seeker seeker = GetComponent<Seeker>();
// Start the path and return the result to MyCompleteFunction (which is a function you have to define, the name can of course be changed)
seeker.StartPath(path, MyCompleteFunction);

A* Pro Feature:
This is an A* Pathfinding Project Pro feature only. This function/class/variable might not exist in the Free version of the A* Pathfinding Project or the functionality might be limited
The Pro version can be bought here

Public Member Functions

 FleePath ()
 Default constructor. More...
 
- Public Member Functions inherited from RandomPath
 RandomPath ()
 
 RandomPath (Vector3 start, int length, OnPathDelegate callback=null)
 
- Public Member Functions inherited from ABPath
 ABPath ()
 Default constructor. More...
 
- 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...
 

Static Public Member Functions

static FleePath Construct (Vector3 start, Vector3 avoid, int searchLength, OnPathDelegate callback=null)
 Constructs a new FleePath. More...
 
- 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. More...
 

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. More...
 
override void Initialize ()
 Initializes the path. More...
 
override void Prepare ()
 Prepares the path. More...
 
override void Reset ()
 Reset all values to their default values. More...
 
override void ReturnPath ()
 Calls callback to return the calculated path. More...
 
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. More...
 
virtual void CompletePathIfStartIsValidTarget ()
 Checks if the start node is the target and complete the path if that is the case. More...
 
virtual bool EndPointGridGraphSpecialCase (GraphNode closestWalkableEndNode)
 Applies a special case for grid nodes. More...
 
void UpdateStartEnd (Vector3 start, Vector3 end)
 Sets the start and end points. More...
 
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. More...
 
void DebugStringSuffix (PathLog logMode, System.Text.StringBuilder text)
 Writes text shared for all overrides of DebugString to the string builder. More...
 
virtual void OnEnterPool ()
 Called when the path enters the pool. More...
 
void PrepareBase (PathHandler pathHandler)
 Prepares low level path variables for calculation. More...
 
virtual void Trace (PathNode from)
 Traces the calculated path from the end node to the start. More...
 

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. More...
 
float aimStrength
 If an aim is set, the higher this value is, the more it will try to reach aim. More...
 
int searchLength
 G score to stop searching at. More...
 
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. More...
 
- Public Attributes inherited from ABPath
bool calculatePartial
 Calculate partial path if the target node cannot be reached. More...
 
GraphNode endNode
 End node of the path. More...
 
Vector3 endPoint
 End point of the path. More...
 
Vector3 originalEndPoint
 End Point exactly as in the path request. More...
 
Vector3 originalStartPoint
 Start Point exactly as in the path request. More...
 
Int3 startIntPoint
 Start point in integer coordinates. More...
 
GraphNode startNode
 Start node of the path. More...
 
Vector3 startPoint
 Start point of the path. More...
 
- 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< GraphNodepath
 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 Attributes inherited from ABPath
int [] endNodeCosts
 Saved original costs for the end node. More...
 
PathNode partialBestTarget
 Current best target for the partial path. 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 ABPath
override string DebugString (PathLog logMode)
 Returns a debug string for this path. More...
 
override uint GetConnectionSpecialCost (GraphNode a, GraphNode b, uint currentCost)
 May be called by graph nodes to get a special cost for some connections. 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...
 
void FailWithError (string msg)
 Causes the path to fail and sets errorLog to msg. 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...
 
- Properties inherited from RandomPath
override bool FloodingPath [get]
 
override bool hasEndPoint [get]
 
- Properties inherited from ABPath
virtual bool hasEndPoint [get]
 Determines if a search for an end node should be done. More...
 
- 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]
 

Constructor & Destructor Documentation

◆ FleePath()

FleePath ( )

Default constructor.

Do not use this. Instead use the static Construct method which can handle path pooling.

Member Function Documentation

◆ Construct()

static FleePath Construct ( Vector3  start,
Vector3  avoid,
int  searchLength,
OnPathDelegate  callback = null 
)
static

Constructs a new FleePath.

The FleePath will be taken from a pool.

◆ Setup()

void Setup ( Vector3  start,
Vector3  avoid,
int  searchLength,
OnPathDelegate  callback 
)
protected

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