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    A* Pathfinding Project
    3.8.2
    
   The A* Pathfinding Project for Unity 3D 
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Returns a path heading away from a specified point to avoid. More...
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 )
 
Public Member Functions | |
| FleePath () | |
| Default constructor.   | |
  Public Member Functions inherited from RandomPath | |
| RandomPath () | |
| RandomPath (Vector3 start, int length, OnPathDelegate callback=null) | |
| override void | CalculateStep (long targetTick) | 
| Calculates the path until completed or until the time has passed targetTick.   | |
| override void | Initialize () | 
| Initializes the path.   | |
| override void | Prepare () | 
| Prepares the path.   | |
| override void | Reset () | 
| Reset all values to their default values.   | |
| override void | ReturnPath () | 
| Calls callback to return the calculated path.   | |
  Public Member Functions inherited from ABPath | |
| override void | Cleanup () | 
| Always called after the path has been calculated.   | |
| override string | DebugString (PathLog logMode) | 
| Returns a debug string for this path.   | |
| override uint | GetConnectionSpecialCost (GraphNode a, GraphNode b, uint currentCost) | 
| May be called by graph nodes to get a special cost for some connections.   | |
| Vector3 | GetMovementVector (Vector3 point) | 
| Returns in which direction to move from a point on the path.   | |
| void | ResetCosts (Path p) | 
| Resets End Node Costs.   | |
| ABPath () | |
| Default constructor.   | |
  Public Member Functions inherited from Path | |
| void | AdvanceState (PathState s) | 
| Threadsafe increment of the state.   | |
| uint | CalculateHScore (GraphNode node) | 
| Estimated cost from the specified node to the target.   | |
| bool | CanTraverse (GraphNode node) | 
| Returns if the node can be traversed.   | |
| void | Claim (System.Object o) | 
| Claim this path (pooling).   | |
| void | Error () | 
| Aborts the path because of an error.   | |
| void | ForceLogError (string msg) | 
| Logs an error and calls Error().   | |
| Int3 | GetHTarget () | 
| PathState | GetState () | 
| Returns the state of the path in the pathfinding pipeline.   | |
| uint | GetTagPenalty (int tag) | 
| Returns penalty for the given tag.   | |
| float | GetTotalLength () | 
| Total Length of the path.   | |
| uint | GetTraversalCost (GraphNode node) | 
| bool | IsDone () | 
| Returns if this path is done calculating.   | |
| void | Log (string msg) | 
| Appends a message to the errorLog.   | |
| void | LogError (string msg) | 
| Appends msg to errorLog and logs msg to the console.   | |
| virtual void | OnEnterPool () | 
| Called when the path enters the pool.   | |
| void | Release (System.Object o, bool silent=false) | 
| Releases a path claim (pooling).   | |
| void | ReleaseSilent (System.Object o) | 
| Releases the path silently (pooling).   | |
| IEnumerator | WaitForPath () | 
| Waits until this path has been calculated and returned.   | |
Static Public Member Functions | |
| static FleePath | Construct (Vector3 start, Vector3 avoid, int searchLength, OnPathDelegate callback=null) | 
| Constructs a new FleePath.   | |
  Static Public Member Functions inherited from RandomPath | |
| static RandomPath | Construct (Vector3 start, int length, OnPathDelegate callback=null) | 
  Static Public Member Functions inherited from ABPath | |
| static ABPath | Construct (Vector3 start, Vector3 end, OnPathDelegate callback=null) | 
| Construct a path with a start and end point.   | |
Protected Member Functions | |
| void | Setup (Vector3 start, Vector3 avoid, int searchLength, OnPathDelegate callback) | 
  Protected Member Functions inherited from RandomPath | |
| RandomPath | Setup (Vector3 start, int length, OnPathDelegate callback) | 
  Protected Member Functions inherited from ABPath | |
| virtual void | CompletePathIfStartIsValidTarget () | 
| Checks if the start node is the target and complete the path if that is the case.   | |
| void | UpdateStartEnd (Vector3 start, Vector3 end) | 
| Sets the start and end points.   | |
| void | Setup (Vector3 start, Vector3 end, OnPathDelegate callbackDelegate) | 
  Protected Member Functions inherited from Path | |
| void | DebugStringPrefix (PathLog logMode, System.Text.StringBuilder text) | 
| Writes text shared for all overrides of DebugString to the string builder.   | |
| void | DebugStringSuffix (PathLog logMode, System.Text.StringBuilder text) | 
| Writes text shared for all overrides of DebugString to the string builder.   | |
| bool | HasExceededTime (int searchedNodes, long targetTime) | 
| virtual void | Trace (PathNode from) | 
| Traces the calculated path from the end node to the start.   | |
Additional Inherited Members | |
  Public Attributes inherited from RandomPath | |
| Vector3 | aim | 
| An aim can be used to guide the pathfinder to not take totally random paths.   | |
| float | aimStrength | 
| If an aim is set, the higher this value is, the more it will try to reach aim.   | |
| int | searchLength | 
| G score to stop searching at.   | |
| 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.   | |
| bool | uniform | 
  Protected Attributes inherited from ABPath | |
| int[] | endNodeCosts | 
| Saved original costs for the end node.   | |
| PathNode | partialBestTarget | 
| Current best target for the partial path.   | |
  Package Functions inherited from Path | |
| void | PrepareBase (PathHandler pathHandler) | 
| Prepares low level path variables for calculation.   | |
  Package Attributes inherited from Path | |
| Path | next | 
| Internal linked list implementation.   | |
| bool | pooled | 
| True if the path is currently pooled.   | |
  Properties inherited from RandomPath | |
| override bool | FloodingPath [get] | 
| override bool | hasEndPoint [get] | 
| FleePath | ( | ) | 
Default constructor.
Do not use this. Instead use the static Construct method which can handle path pooling.
      
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