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    A* Pathfinding Project
    3.6.6
    
   The A* Pathfinding Project for Unity 3D 
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GraphUpdateObject with more settings for the LayerGridGraph. More...
GraphUpdateObject with more settings for the LayerGridGraph.
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.   | |
| List< GraphNode > | changedNodes | 
| Nodes which were updated by this GraphUpdateObject.   | |
| 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.   | |
| bool | resetPenaltyOnPhysics = true | 
| When updatePhysics is true, GridGraphs will normally reset penalties, with this option you can override it.   | |
| 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 | updateErosion = true | 
| Update Erosion for GridGraphs.   | |
| bool | updatePhysics = true | 
| Use physics checks to update nodes.   | |
Additional Inherited Members | |
  Public Member Functions inherited from GraphUpdateObject | |
| GraphUpdateObject () | |
| GraphUpdateObject (Bounds b) | |
| Creates a new GUO with the specified bounds.   | |
| virtual void | Apply (GraphNode 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 (GraphNode node) | 
| Should be called on every node which is updated with this GUO before it is updated.   | |
| 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.