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static Vector3 | SamplePath (List< GraphNode > path, float relativeTick, Vector3 defaultValue) |
| Sample where the specified path expects an agent to be at the specified tick. More...
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static Vector3 | SamplePath (List< GraphNode > path, float relativeTick, Vector3 defaultValue, out GraphNode secondNode) |
| Sample where the specified path expects an agent to be at the specified tick. More...
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◆ Agent()
◆ ApproximateDistanceToTarget()
uint ApproximateDistanceToTarget |
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GraphNode |
node | ) |
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◆ DiscardRemainingPath()
void DiscardRemainingPath |
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◆ GetLatestPathData()
Retrieves the latest info on where the path should start.
Called right before a path starts to be calculated.
- Warning
- If multithreading is used, this may be called from a separate thread. Do not use any part of the Unity API (except basic stuff like math) from this method.
◆ GetNewPath()
◆ GetNode()
◆ MeasureDistance()
float MeasureDistance |
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float |
startTime, |
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float |
endTime |
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) |
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◆ OnImmediatePathComplete()
void OnImmediatePathComplete |
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Path |
_path | ) |
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private |
Called right after the path has been calculated.
This happens before it has been post-processed by the Seeker component. We need to reserve all the (time,node) pairs for the path before the next path calculation starts. So it must happen on the pathfinding thread.
- Warning
- If multithreading is used, this will be called from a separate thread. Do not use any part of the Unity API (except basic stuff like math) from this method.
◆ OnPostTick()
◆ SamplePath() [1/3]
Vector3 SamplePath |
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float |
time | ) |
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Determine where this agent should be at the specified tick.
Will correctly handle transitions when a new path has been calculated.
Implements CooperativeContext.IAgent.
◆ SamplePath() [2/3]
static Vector3 SamplePath |
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List< GraphNode > |
path, |
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float |
relativeTick, |
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Vector3 |
defaultValue |
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) |
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staticprivate |
Sample where the specified path expects an agent to be at the specified tick.
Returns default value if the path is null or has no points.
◆ SamplePath() [3/3]
static Vector3 SamplePath |
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List< GraphNode > |
path, |
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float |
relativeTick, |
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Vector3 |
defaultValue, |
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out GraphNode |
secondNode |
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) |
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staticprivate |
Sample where the specified path expects an agent to be at the specified tick.
Returns default value if the path is null or has no points.
◆ SampleSmoothPath()
Vector3 SampleSmoothPath |
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float |
startTime, |
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float |
endTime |
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) |
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Determine where this agent should be at the specified tick.
Will correctly handle transitions when a new path has been calculated.
Applies some basic smoothing to the path.
Implements CooperativeContext.IAgent.
◆ cooperativeContext
◆ getLatestPathData
◆ lastPath
◆ mEnabled
◆ moved
◆ node
◆ onImmediatePathComplete
◆ path
◆ threadsafePath
◆ wantToOptimizePath
◆ component
◆ enabled
◆ endOfPathTime
◆ wantsToRecalculatePath
bool wantsToRecalculatePath |
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get |
The documentation for this class was generated from the following file:
- /Users/arong/Unity/a-pathfinding-project/Assets/AstarPathfindingProject/Core/Cooperative/CooperativeContext.cs