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void | AllocateBuffers () |
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JobHandle | AssignToNodes (GridNode[] nodes, Int2 nodeArrayBounds, IntRect writeMask, uint graphIndex, JobHandle nodesDependsOn) |
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void | CalculateWalkabilityFromHeightData (bool useRaycastNormal, bool unwalkableWhenNoGround, float maxSlope) |
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void | CollisionCheck (GraphCollision collision) |
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void | ConnectionsAndErosion (float maxStepHeight, bool maxStepUsesSlope, NumNeighbours neighbours, bool cutCorners, bool use2D, int erodeIterations, IntRect erosionWriteMask) |
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void | HeightCheck (GraphCollision collision) |
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GridGraphScanData | ReadFromNodes (GridNode[] nodes, Int2 nodeArrayBounds, IntRect bounds, JobHandle nodesDependsOn) |
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void | SetDefaultNodePositions (GraphTransform transform) |
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void | SetDefaultPenalties (uint initialPenalty) |
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◆ AllocateBuffers()
◆ AssignToNodes()
JobHandle AssignToNodes |
( |
GridNode [] |
nodes, |
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Int2 |
nodeArrayBounds, |
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IntRect |
writeMask, |
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uint |
graphIndex, |
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JobHandle |
nodesDependsOn |
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) |
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◆ CalculateWalkabilityFromHeightData()
void CalculateWalkabilityFromHeightData |
( |
bool |
useRaycastNormal, |
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bool |
unwalkableWhenNoGround, |
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float |
maxSlope |
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) |
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◆ CollisionCheck()
◆ ConnectionsAndErosion()
void ConnectionsAndErosion |
( |
float |
maxStepHeight, |
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bool |
maxStepUsesSlope, |
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NumNeighbours |
neighbours, |
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bool |
cutCorners, |
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bool |
use2D, |
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int |
erodeIterations, |
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IntRect |
erosionWriteMask |
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) |
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◆ HeightCheck()
◆ ReadFromNodes()
◆ SetDefaultNodePositions()
◆ SetDefaultPenalties()
void SetDefaultPenalties |
( |
uint |
initialPenalty | ) |
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◆ allocationMethod
Allocator allocationMethod |
◆ bounds
◆ dependencyTracker
◆ nodeConnections
NativeArray<int> nodeConnections |
◆ nodeNormals
NativeArray<float4> nodeNormals |
◆ nodePenalties
NativeArray<uint> nodePenalties |
◆ nodePositions
NativeArray<Vector3> nodePositions |
◆ nodeWalkable
NativeArray<bool> nodeWalkable |
◆ nodeWalkableWithErosion
NativeArray<bool> nodeWalkableWithErosion |
◆ numNodes
◆ transform
◆ up
The documentation for this struct was generated from the following file:
- /Users/arong/Unity/a-pathfinding-project/Assets/AstarPathfindingProject/Generators/GridGenerator.cs