◆ RichPath()
◆ Clear()
◆ GetCurrentPart()
◆ Initialize()
void Initialize |
( |
Seeker |
seeker, |
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Path |
path, |
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bool |
mergePartEndpoints, |
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bool |
simplificationMode |
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) |
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Use this for initialization.
- Parameters
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seeker | Optionally provide in order to take tag penalties into account. May be null if you do not use a Seeker\ |
path | Path to follow |
mergePartEndpoints | If 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. |
simplificationMode | The path can optionally be simplified. This can be a bit expensive for long paths. |
◆ NextPart()
◆ currentPart
◆ parts
◆ seeker
◆ 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
- Pathfinding.Examples.LocalSpaceRichAI
◆ CompletedAllParts
True if we have completed (called NextPart for) the last part in the path.
◆ Endpoint
◆ IsLastPart
True if we are traversing the last part of the path.
The documentation for this class was generated from the following file:
- /Users/arong/Unity/a-pathfinding-project/Assets/AstarPathfindingProject/Core/AI/RichPath.cs