A* Pathfinding Project
4.3.7
The A* Pathfinding Project for Unity 3D
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Modifies nodes based on the layer of the surface under the node. More...
Modifies nodes based on the layer of the surface under the node.
You can for example make all surfaces with a specific layer make the nodes get a specific tag.
Classes | |
struct | JobSurfaceAction |
struct | PerLayerRule |
Public Types | |
enum | RuleAction { SetTag, MakeUnwalkable } |
Public Types inherited from GridGraphRule | |
enum | Pass { BeforeCollision, BeforeConnections, AfterConnections, PostProcess } |
Where in the scanning process a rule will be executed. More... | |
Public Member Functions | |
override void | Register (GridGraphRules rules) |
Does preprocessing and adds callbacks to the #GridGraphRules object. More... | |
Public Member Functions inherited from GridGraphRule | |
virtual void | DisposeUnmanagedData () |
Called when the rule is removed or the graph is destroyed. More... | |
virtual void | SetDirty () |
Call if you have changed any setting of the rule. More... | |
Public Attributes | |
PerLayerRule [] | layerRules = new PerLayerRule[0] |
Public Attributes inherited from GridGraphRule | |
bool | enabled = true |
Only enabled rules are executed. More... | |
virtual int | Hash => dirty |
Hash of the settings for this rule. More... | |
Private Attributes | |
const int | SetTagBit = 1 << 30 |
Additional Inherited Members | |
Static Public Member Functions inherited from GridGraphRule | |
static void | FilterNodeConnections< T > (IntRect bounds, NativeArray< int > nodeConnections, ref T filter) |
static void | ForEachNode< T > (IntRect bounds, ref T callback) |
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strong |
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virtual |
Does preprocessing and adds callbacks to the #GridGraphRules object.
Reimplemented from GridGraphRule.
PerLayerRule [] layerRules = new PerLayerRule[0] |
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private |