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A* Pathfinding Project
3.0.9
The A* Pathfinding Project for Unity
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Traces a path created with the Pathfinding::FloodPath. More...
Inheritance diagram for FloodPathTracer:
Collaboration diagram for FloodPathTracer:| FloodPathTracer (Vector3 start, FloodPath flood, OnPathDelegate callbackDelegate) | |||
| override void | Prepare () | Prepares the path. | |
| override void | Initialize () | Initializes the path. | |
| override float | CalculateStep (float remainingFrameTime) | Calculates the path until completed or until the function duration has exceeded remainingFrameTime. | |
| override void | Trace (Node from) | Traces the calculated path from the end node to the start. |
| FloodPath | flood | Reference to the FloodPath which searched the path originally. |
Traces a path created with the Pathfinding::FloodPath.
See Pathfinding::FloodPath for examples on how to use this path type
| override float CalculateStep | ( | float | remainingFrameTime | ) | [virtual] |
Calculates the path until completed or until the function duration has exceeded remainingFrameTime.
Usually a check is only done every 500 nodes if the time has exceeded remainingFrameTime.
Reimplemented from Path.
| override void Initialize | ( | ) | [virtual] |
| override void Prepare | ( | ) | [virtual] |
Prepares the path.
Searches for start and end nodes and does some simple checking if a path is at all possible
Reimplemented from Path.
Traces the calculated path from the end node to the start.
This will build an array (path) of the nodes this path will pass through and also set the vectorPath array to the path arrays positions. This function will not revert the path as the original implementation does, so the path will go from from to the parent root node (usually the start node)
Reimplemented from Path.