A* Pathfinding Project  4.3.2
The A* Pathfinding Project for Unity 3D
JobHorizonAvoidancePhase1 Struct Reference

Inspired by StarCraft 2's avoidance of locked units. More...

Detailed Description

Inspired by StarCraft 2's avoidance of locked units.

See also

Public Member Functions

void Execute (int startIndex, int count)

Static Public Member Functions

static void Sort< T > (NativeSlice< T > arr, NativeSlice< float > keys)
 Super simple bubble sort. More...

Public Attributes

SimulatorBurst.AgentData agentData
NativeArray< float2 > desiredTargetPointInVelocitySpace
NativeArray< float2 > desiredVelocity
SimulatorBurst.HorizonAgentData horizonAgentData
NativeArray< int > neighbours


bool allowBoundsChecks [get]
- Properties inherited from IJobParallelForBatch
bool allowBoundsChecks [get]

Member Function Documentation

◆ Execute()

void Execute ( int  startIndex,
int  count 

Implements IJobParallelForBatch.

◆ Sort< T >()

static void Sort< T > ( NativeSlice< T >  arr,
NativeSlice< float >  keys 

Super simple bubble sort.

This will be replaced by a better implementation from the Unity.Collections library when that is stable.
Type Constraints
T :struct 

Member Data Documentation

◆ agentData

◆ desiredTargetPointInVelocitySpace

NativeArray<float2> desiredTargetPointInVelocitySpace

◆ desiredVelocity

NativeArray<float2> desiredVelocity

◆ horizonAgentData

◆ neighbours

NativeArray<int> neighbours

Property Documentation

◆ allowBoundsChecks

bool allowBoundsChecks

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