A* Pathfinding Project  4.1.9
The A* Pathfinding Project for Unity 3D
CooperativeABPath Class Reference

Cooperative path from a start point to an end point. More...

Detailed Description

Cooperative path from a start point to an end point.

Cooperative paths will try to be planned so that no units collide.

Classes

struct  LatePathData
 

Static Public Member Functions

static CooperativeABPath Construct (System.Func< LatePathData > lazyData, Vector3 end, CooperativeContext context, OnPathDelegate callback=null)
 Construct a path with a start and end point. More...
 
- 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...
 

Public Attributes

CooperativeContext cooperativeContext
 
System.Action preCalculationCallback
 
int startTick
 
- 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 Member Functions

override void CalculateStep (long targetTick)
 Calculates the until it is complete or the time has progressed past targetTick. More...
 
override void Initialize ()
 Initializes the path. More...
 
override void Prepare ()
 Called before the path is started. More...
 
- Protected Member Functions inherited from ABPath
override void CalculateStep (long targetTick)
 Calculates the path until completed or until the time has passed targetTick. More...
 
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...
 
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...
 
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 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...
 

Private Attributes

System.Func< LatePathDatalazyData
 

Additional Inherited Members

- 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...
 
- 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 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]
 

Member Function Documentation

◆ CalculateStep()

override void CalculateStep ( long  targetTick)
protectedvirtual

Calculates the until it is complete or the time has progressed past targetTick.

Implements Path.

◆ Construct()

static CooperativeABPath Construct ( System.Func< LatePathData lazyData,
Vector3  end,
CooperativeContext  context,
OnPathDelegate  callback = null 
)
static

Construct a path with a start and end point.

Parameters
lazyDataDelegate which should be able to return the start point of the path and the time (tick) at which the path should start. The time is required for scheduling and should usually be chosen as something like Mathf.CeilToInt (cooperativeContext.Time+0.05f) i.e the next tick (with some margin).
Warning
If you are using multithreading, this callback will be called from a separate thread. Do not use any part of the Unity API (except for things like the Math or Debug classes).
Parameters
endEndpoint of the path
previousPathPrevious path which the AI used. When a CooperativePath has been calculated, the (node,tick) pairs which an agent following the path will occupy are reserved. If a previous path is set, the nodes occupied by that node will be unreserved right before this path is calculated so that this path can use those nodes in the path.
callbackThe delegate will be called when the path has been calculated. Do not confuse it with the Seeker callback as they are sent at different times. If you are using a Seeker to start the path you can set callback to null.

This method will use pooling if possible.

Returns
The constructed path object

◆ Initialize()

override void Initialize ( )
protectedvirtual

Initializes the path.

Sets up the open list and adds the first node to it

Implements Path.

◆ Prepare()

override void Prepare ( )
protectedvirtual

Called before the path is started.

Called right before Initialize

Implements Path.

Member Data Documentation

◆ cooperativeContext

CooperativeContext cooperativeContext

◆ lazyData

System.Func<LatePathData> lazyData
private

◆ preCalculationCallback

System.Action preCalculationCallback

◆ startTick

int startTick

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