A* Pathfinding Project  3.0.9
The A* Pathfinding Project for Unity
NavGraph Class Reference

Base class for all graphs. More...

+ Inheritance diagram for NavGraph:
+ Collaboration diagram for NavGraph:

List of all members.

Public Member Functions

virtual Node[] CreateNodes (int number)  Creates a number of nodes with the correct type for the graph.
virtual void RelocateNodes (Matrix4x4 oldMatrix, Matrix4x4 newMatrix)  Relocates the nodes in this graph.
NNInfo GetNearest (Vector3 position)  Returns the nerest node to a position using the default constraint.
virtual NNInfo GetNearest (Vector3 position, NNConstraint constraint, Node hint=null)  Returns the nearest node to a position using the specified NNConstraint.
virtual NNInfo GetNearestForce (Vector3 position, NNConstraint constraint)  Returns the nearest node to a position using the specified constraint.
virtual void Awake ()  This will be called on the same time as Awake on the gameObject which the AstarPath script is attached to.
void SafeOnDestroy ()  SafeOnDestroy should be used when there is a risk that the pathfinding is searching through this graph when called.
virtual void OnDestroy ()  Function for cleaning up references.
void ScanGraph ()  Scanns the graph with appropriate pre and post processing calls.
virtual void Scan ()  Scanns the graph, called from AstarPath.Scan Override this function to implement custom scanning logic.
virtual Color NodeColor (Node node)  Returns a color to be used for the specified node with the current debug settings (editor only)
virtual void OnDrawGizmos (bool drawNodes)  

Public Variables

System.Guid _guid = System.Guid.NewGuid ()  See NavGraph.guid.
byte[] _sguid  See NavGraph.guid used to store the guid value.
AstarPath active  Reference to the AstarPath object in the scene.
bool open  Is the graph open in the editor.
bool infoScreenOpen  Used in the editor to check if the info screen is open.
Node[] nodes  All nodes this graph contains.
Matrix4x4 matrix  A matrix for translating/rotating/scaling the graph.

Properties

System.Guid guid [get, set]  Used as an ID of the graph, considered to be unique.

Detailed Description

Base class for all graphs.


Member Function Documentation

virtual void Awake ( ) [virtual]

This will be called on the same time as Awake on the gameObject which the AstarPath script is attached to.

(remember, not in the editor) Use this for any initialization code which can't be placed in Scan

virtual Node [] CreateNodes ( int  number) [virtual]

Creates a number of nodes with the correct type for the graph.

Called by graph generators and when deserializing a graph with nodes. Override this function if you do not use the default Node class.

Parameters:
numberA System.Int32
Returns:
A Node[]
NNInfo GetNearest ( Vector3  position)

Returns the nerest node to a position using the default constraint.

Parameters:
positionA Vector3
Returns:
A NNInfo
virtual NNInfo GetNearest ( Vector3  position,
NNConstraint  constraint,
Node  hint = null 
) [virtual]

Returns the nearest node to a position using the specified NNConstraint.

Parameters:
positionThe position to try to find a close node to
hintCan be passed to enable some graph generators to find the nearest node faster.
constraintCan for example tell the function to try to return a walkable node. If you do not get a good node back, consider calling GetNearestForce.

Reimplemented in GridGraph, NavMeshGraph, and RecastGraph.

virtual NNInfo GetNearestForce ( Vector3  position,
NNConstraint  constraint 
) [virtual]

Returns the nearest node to a position using the specified constraint.

Parameters:
positionA Vector3
constraintA NNConstraint
Returns:
A NNInfo. This function will only return an empty NNInfo if there is no nodes which comply with the specified constraint.

Reimplemented in GridGraph, NavMeshGraph, and RecastGraph.

virtual Color NodeColor ( Node  node) [virtual]

Returns a color to be used for the specified node with the current debug settings (editor only)

Parameters:
nodeA Node
Returns:
A Color
virtual void OnDestroy ( ) [virtual]

Function for cleaning up references.

This will be called on the same time as OnDisable on the gameObject which the AstarPath script is attached to (remember, not in the editor) Use for any cleanup code such as cleaning up static variables which otherwise might prevent resources from being collected Use by creating a function overriding this one in a graph class, but always call base.OnDestroy () in that function.

Reimplemented in GridGraph.

virtual void RelocateNodes ( Matrix4x4  oldMatrix,
Matrix4x4  newMatrix 
) [virtual]

Relocates the nodes in this graph.

Assumes the nodes are translated using the "oldMatrix", then translates them according to the "newMatrix". The "oldMatrix" is not required by all implementations of this function though (e.g the NavMesh generator).

Parameters:
oldMatrixA Matrix4x4
newMatrixA Matrix4x4

Reimplemented in NavMeshGraph.

void SafeOnDestroy ( )

SafeOnDestroy should be used when there is a risk that the pathfinding is searching through this graph when called.

virtual void Scan ( ) [virtual]

Scanns the graph, called from AstarPath.Scan Override this function to implement custom scanning logic.

Reimplemented in NavMeshGraph, RecastGraph, GridGraph, ListGraph, PolarGraph, and SimpleGraph.

void ScanGraph ( )

Scanns the graph with appropriate pre and post processing calls.

Consider using AstarPath.Scan () instead since this function might screw things up if there is more than one graph. This function does not call AstarPath.FloodFill


Member Data Documentation

System.Guid _guid = System.Guid.NewGuid ()

See NavGraph.guid.

This variable is not used.

byte [] _sguid

See NavGraph.guid used to store the guid value.

See NavGraph.guid, used to store the guid value

Reference to the AstarPath object in the scene.

Might not be entirely safe to use, it's better to use AstarPath.active

Used in the editor to check if the info screen is open.

Should be inside UNITY_EDITOR only #ifs but just in case anyone tries to serialize a NavGraph instance using Unity, I have left it like this as it would otherwise cause a crash when building. Version 3.0.8.1 was released because of this bug only

Matrix4x4 matrix

A matrix for translating/rotating/scaling the graph.

Not all graph generators supports this though.

Node [] nodes

All nodes this graph contains.

This can be iterated to search for a specific node. This should be set if the graph does contain any nodes

bool open

Is the graph open in the editor.


Property Documentation

System.Guid guid [get, set]

Used as an ID of the graph, considered to be unique.


The documentation for this class was generated from the following file:
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