Class FleePath Extends RandomPath
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 Methods
Default constructor.
Public Static Methods
Inherited Public Members
Blocks until this path has been calculated and returned.
Returns if the node can be traversed.
Returns if the path can traverse a link between from and to and if to can be traversed itself.
Claim this path (pooling).
Current state of the path.
Construct a path with a start and end point.
Aborts the path because of an error.
Creates a fake path.
True for paths that want to search all nodes and not jump over nodes as optimizations.
May be called by graph nodes to get a special cost for some connections.
Returns penalty for the given tag.
Total Length of the path.
Returns the cost of traversing the given node.
True if this path is done calculating.
Returns the state of the path in the pathfinding pipeline.
Releases a path claim (pooling).
Waits until this path has been calculated and returned.
An aim can be used to guide the pathfinder to not take totally random paths.
Calculate partial path if the target node cannot be reached.
Callback to call when the path is complete.
How long it took to calculate this path in milliseconds.
Which graph tags are traversable.
End node of the path.
End point of the path.
If the path failed, this is true.
Additional info on why a path failed.
Determines which heuristic to use.
Scale of the heuristic values.
Immediate callback to call when the path is complete.
Constraint for how to search for nodes.
End Point exactly as in the path request.
Start Point exactly as in the path request.
Holds the path as a Node array.
ID of this path.
G score to stop searching at.
Number of nodes this path has searched.
All G scores between searchLength and searchLength+spread are valid end points, a random one of them is chosen as the final point.
Start point in integer coordinates.
Start node of the path.
Start point of the path.
Penalties for each tag.
Provides additional traversal information to a path request.
Holds the (possibly post processed) path as a Vector3 list.
Private/Protected Members
Estimated cost from the specified node to the target.
Calculates the path until completed or until the time has passed targetTick.
Always called after the path has been calculated.
Checks if the start node is the target and complete the path if that is the case.
Returns a debug string for this path.
Writes text shared for all overrides of DebugString to the string builder.
Writes text shared for all overrides of DebugString to the string builder.
Applies a special case for grid nodes.
Initializes the path.
Called when the path enters the pool.
Prepares the path.
Prepares low level path variables for calculation.
Reset all values to their default values.
Calls callback to return the calculated path.
Traces the calculated path from the end node to the start.
Sets the start and end points.
List of zeroes to use as default tag penalties.
The node currently being processed.
Saved original costs for the end node.
Target to use for H score calculations.
Target to use for H score calculation.
True if the Reset function has been called.
Determines if a search for an end node should be done.
The tag penalties that are actually used.
Tag penalties set by other scripts.
Internal linked list implementation.
Current best target for the partial path.
Data for the thread calculating this path.