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| FleePath (Vector3 start, Vector3 avoid, int length, OnPathDelegate callbackDelegate=null) |
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Public Member Functions inherited from RandomPath |
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| RandomPath (Vector3 start, int length, OnPathDelegate callback=null) |
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| override void | CalculateStep (long targetTick) |
| | Calculates the path until completed or until the time has passed targetTick.
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| override void | Initialize () |
| | Initializes the path.
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| override void | Prepare () |
| | Prepares the path.
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| override void | Reset () |
| | Reset all values to their default values.
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| override void | ReturnPath () |
| | Calls callback to return the calculated path.
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| | ABPath (Vector3 start, Vector3 end, OnPathDelegate callbackDelegate) |
| | Create a new path with a start and end point.
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override string | DebugString (PathLog logMode) |
| | Returns a debug string for this path.
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| Vector3 | GetMovementVector (Vector3 point) |
| | Returns in which direction to move from a point on the path.
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| void | ResetCosts (Path p) |
| | Resets End Node Costs.
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| | ABPath () |
| | Default constructor.
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void | AdvanceState (PathState s) |
| | Threadsafe increment of the state.
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| bool | CanTraverse (Node node) |
| | Returns if the node can be traversed.
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| void | Claim (System.Object o) |
| | Claim this path.
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| void | Error () |
| | Aborts the path because of an error.
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| void | ForceLogError (string msg) |
| | Logs an error and calls Error() to true.
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PathState | GetState () |
| | Returns the state of the path in the pathfinding pipeline.
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| uint | GetTagPenalty (int tag) |
| | Returns penalty for the given tag.
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| float | GetTotalLength () |
| | Total Length of the path.
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| bool | IsDone () |
| | Returns if this path is done calculating.
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| void | Log (string msg) |
| | Appends a message to the errorLog.
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| void | LogError (string msg) |
| | Appends msg to errorLog and logs msg to the console.
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| virtual void | OnEnterPool () |
| | Called when the path enters the pool.
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| void | PrepareBase (NodeRunData runData) |
| | Prepares low level path variables for calculation.
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| void | Release (System.Object o) |
| | Releases a path claim.
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| void | ReleaseSilent (System.Object o) |
| | Releases the path silently.
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| virtual void | Trace (NodeRun from) |
| | Traces the calculated path from the end node to the start.
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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 | Recycle () |
| | Recycle the path.
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RandomPath | Setup (Vector3 start, int length, OnPathDelegate callback) |
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| void | UpdateStartEnd (Vector3 start, Vector3 end) |
| | Sets the start and end points.
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void | Setup (Vector3 start, Vector3 end, OnPathDelegate callbackDelegate) |
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bool | HasExceededTime (int searchedNodes, long targetTime) |
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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.
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float | aimStrength |
| | If an aim is set, the higher this value is, the more it will try to reach aim.
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| float | replaceChance |
| | Chance that the currently chosen node for end node is replaced by a later found node (evaluated every time a new node is found).
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| int | searchLength |
| | G score to stop searching at.
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| int | spread |
| | All G scores between searchLength and searchLength+spread are valid end points, a random one of them is chosen as the final point.
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bool | uniform |
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| int[] | endNodeCosts |
| | Saved original costs for the end node.
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| bool | hasEndPoint = true |
| | Determines if a search for an end node should be done.
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| NodeRun | partialBestTarget = null |
| | Current best target for the partial path.
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PathCompleteState | CompleteState [get, set] |
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| bool | error [get] |
| | If the path failed, this is true.
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| string | errorLog [get] |
| | Log messages with info about eventual errors.
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| int[] | tagPenalties [get, set] |
| | Penalties for each tag.
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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 = 1000;
FleePath
path = FleePath.Construct (transform.position, thePointToFleeFrom, theGScoreToStopAt);
Seeker seeker = GetComponent<Seeker>();
- 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