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A* Pathfinding Project
3.1.4
The A* Pathfinding Project for Unity 3D
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GraphUpdateObject with more settings for the LayerGridGraph. More...
Inheritance diagram for LayerGridGraphUpdate:
Collaboration diagram for LayerGridGraphUpdate:Public Attributes | |
| bool | preserveExistingNodes = true |
| If true, nodes will be reused. | |
| bool | recalculateNodes = false |
| Recalculate nodes in the graph. | |
Public Attributes inherited from GraphUpdateObject | |
| int | addPenalty = 0 |
| Penalty to add to the nodes. | |
| Bounds | bounds |
| The bounds to update nodes within. | |
| bool | modifyTag = false |
| bool | modifyWalkability = false |
| If true, all nodes walkable variables will be set to setWalkability. | |
| NNConstraint | nnConstraint = NNConstraint.None |
| NNConstraint to use. | |
| bool | requiresFloodFill = true |
| Performance boost. | |
| int | setTag = 0 |
| bool | setWalkability = false |
| If modifyWalkability is true, the nodes' walkable variable will be set to this. | |
| GraphUpdateShape | shape = null |
| bool | trackChangedNodes = false |
| Track which nodes are changed and save backup data. | |
| bool | updatePhysics = true |
| Use physics checks to update nodes. | |
Additional Inherited Members | |
Public Member Functions inherited from GraphUpdateObject | |
| GraphUpdateObject (Bounds b) | |
| Creates a new GUO with the specified bounds. | |
| virtual void | Apply (Node node) |
| Updates the specified node using this GUO's settings. | |
| virtual void | RevertFromBackup () |
| Reverts penalties and flags (which includes walkability) on every node which was updated using this GUO. | |
| virtual void | WillUpdateNode (Node node) |
| Should be called on every node which is updated with this GUO before it is updated. | |
GraphUpdateObject with more settings for the LayerGridGraph.
| bool preserveExistingNodes = true |
If true, nodes will be reused.
This can be used to preserve e.g penalty values when recalculating
| bool recalculateNodes = false |
Recalculate nodes in the graph.
Nodes might be created, moved or destroyed depending on how the world has changed.