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 )
Vector3 thePointToFleeFrom = Vector3.zero;
int theGScoreToStopAt = 10000;
path.aimStrength = 1;
path.spread = 4000;
Seeker seeker = GetComponent<Seeker>();
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
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| void | Setup (Vector3 start, Vector3 avoid, int searchLength, OnPathDelegate callback) |
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Protected Member Functions inherited from RandomPath |
| override void | CalculateStep (long targetTick) |
| | Calculates the path until completed or until the time has passed targetTick. More...
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| override void | Initialize () |
| | Initializes the path. More...
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| override void | Prepare () |
| | Prepares the path. More...
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| override void | Reset () |
| | Reset all values to their default values. More...
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| override void | ReturnPath () |
| | Calls callback to return the calculated path. More...
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| RandomPath | Setup (Vector3 start, int length, OnPathDelegate callback) |
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| override void | Cleanup () |
| | Always called after the path has been calculated. More...
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| virtual void | CompletePathIfStartIsValidTarget () |
| | Checks if the start node is the target and complete the path if that is the case. More...
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| virtual bool | EndPointGridGraphSpecialCase (GraphNode closestWalkableEndNode) |
| | Applies a special case for grid nodes. More...
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| void | UpdateStartEnd (Vector3 start, Vector3 end) |
| | Sets the start and end points. More...
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| void | Setup (Vector3 start, Vector3 end, OnPathDelegate callbackDelegate) |
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| void | DebugStringPrefix (PathLog logMode, System.Text.StringBuilder text) |
| | Writes text shared for all overrides of DebugString to the string builder. More...
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| void | DebugStringSuffix (PathLog logMode, System.Text.StringBuilder text) |
| | Writes text shared for all overrides of DebugString to the string builder. More...
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| virtual void | OnEnterPool () |
| | Called when the path enters the pool. More...
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| void | PrepareBase (PathHandler pathHandler) |
| | Prepares low level path variables for calculation. More...
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| virtual void | Trace (PathNode from) |
| | Traces the calculated path from the end node to the start. More...
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Public Attributes inherited from RandomPath |
| Vector3 | aim |
| | An aim can be used to guide the pathfinder to not take totally random paths. More...
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| float | aimStrength |
| | If an aim is set, the higher this value is, the more it will try to reach aim. More...
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| int | searchLength |
| | G score to stop searching at. More...
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| int | spread = 5000 |
| | All G scores between searchLength and searchLength+spread are valid end points, a random one of them is chosen as the final point. More...
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| bool | calculatePartial |
| | Calculate partial path if the target node cannot be reached. More...
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| GraphNode | endNode |
| | End node of the path. More...
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| Vector3 | endPoint |
| | End point of the path. More...
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| Vector3 | originalEndPoint |
| | End Point exactly as in the path request. More...
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| Vector3 | originalStartPoint |
| | Start Point exactly as in the path request. More...
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| Int3 | startIntPoint |
| | Start point in integer coordinates. More...
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| GraphNode | startNode |
| | Start node of the path. More...
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| Vector3 | startPoint |
| | Start point of the path. More...
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| OnPathDelegate | callback |
| | Callback to call when the path is complete. More...
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| float | duration |
| | How long it took to calculate this path in milliseconds. More...
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| int | enabledTags = -1 |
| | Which graph tags are traversable. More...
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| Heuristic | heuristic |
| | Determines which heuristic to use. More...
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| float | heuristicScale = 1F |
| | Scale of the heuristic values. More...
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| OnPathDelegate | immediateCallback |
| | Immediate callback to call when the path is complete. More...
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| NNConstraint | nnConstraint = PathNNConstraint.Default |
| | Constraint for how to search for nodes. More...
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| List< GraphNode > | path |
| | Holds the path as a Node array. More...
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| ITraversalProvider | traversalProvider |
| | Provides additional traversal information to a path request. More...
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| List< Vector3 > | vectorPath |
| | Holds the (possibly post processed) path as a Vector3 list. More...
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| int [] | endNodeCosts |
| | Saved original costs for the end node. More...
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| PathNode | partialBestTarget |
| | Current best target for the partial path. More...
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| PathCompleteState | completeState |
| | Backing field for CompleteState. More...
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| PathNode | currentR |
| | The node currently being processed. More...
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| bool | hasBeenReset |
| | True if the Reset function has been called. More...
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| Int3 | hTarget |
| | Target to use for H score calculations. More...
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| GraphNode | hTargetNode |
| | Target to use for H score calculation. More...
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| int [] | internalTagPenalties |
| | The tag penalties that are actually used. More...
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| int [] | manualTagPenalties |
| | Tag penalties set by other scripts. More...
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| PathHandler | pathHandler |
| | Data for the thread calculating this path. More...
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| override string | DebugString (PathLog logMode) |
| | Returns a debug string for this path. More...
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| override uint | GetConnectionSpecialCost (GraphNode a, GraphNode b, uint currentCost) |
| | May be called by graph nodes to get a special cost for some connections. More...
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| uint | CalculateHScore (GraphNode node) |
| | Estimated cost from the specified node to the target. More...
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| bool | CanTraverse (GraphNode node) |
| | Returns if the node can be traversed. More...
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| void | FailWithError (string msg) |
| | Causes the path to fail and sets errorLog to msg. More...
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| Int3 | GetHTarget () |
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| uint | GetTraversalCost (GraphNode node) |
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| void | Log (string msg) |
| | Appends a message to the errorLog. More...
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| void | LogError (string msg) |
| | Logs an error. More...
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| void | ReleaseSilent (System.Object o) |
| | Releases the path silently (pooling). More...
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| Path | next |
| | Internal linked list implementation. More...
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| int | searchedNodes |
| | Number of nodes this path has searched. More...
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Properties inherited from RandomPath |
| override bool | FloodingPath [get] |
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| override bool | hasEndPoint [get] |
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| virtual bool | hasEndPoint [get] |
| | Determines if a search for an end node should be done. More...
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| PathCompleteState | CompleteState [get, protected set] |
| | Current state of the path. More...
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| bool | error [get] |
| | If the path failed, this is true. More...
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| string | errorLog [get, private set] |
| | Additional info on why a path failed. More...
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| virtual bool | FloodingPath [get] |
| | True for paths that want to search all nodes and not jump over nodes as optimizations. More...
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| PathHandler IPathInternals. | PathHandler [get] |
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| ushort | pathID [get, private set] |
| | ID of this path. More...
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| PathState | PipelineState [get, private set] |
| | Returns the state of the path in the pathfinding pipeline. More...
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| bool IPathInternals. | Pooled [get, set] |
| | True if the path is currently pooled. More...
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| bool | recycled [get] |
| | True if the path is currently recycled (i.e in the path pool). More...
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| int [] | tagPenalties [get, set] |
| | Penalties for each tag. More...
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| PathHandler | PathHandler [get] |
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| bool | Pooled [get, set] |
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