![]() ![]() Size of the red cubes shown in place of unwalkable nodes.This setting will increase the walkable slope of a Physics Body up to the value listed in the Walkable Slope Angle property. If enabled, nodes will draw a line to their 'parent'. If set, the debugFloor and debugRoof values will not be automatically recalculated. High value to use for certain debugMode modes. Low value to use for certain debugMode modes. The mode to use for drawing nodes in the sceneview. Toggle for showing the gizmo debugging for the graphs in the scene view (editor only). References to each of the pathfinding threads. When no multithreading is used, the IEnumerator is stored here. Holds all paths which are waiting to be flagged as completed. True if any work items are currently queued. True if any work items have queued a flood fill. Holds all paths waiting to be calculated.Ī temporary queue for paths which weren't returned due to large processing time. Holds indices for nodes that have been destroyed. Holds the next node index which has not been used by any previous node. Makes sure QueueGraphUpdates will not queue multiple graph update orders. Reference to the thread which handles async graph updates. Queue of all non-async graph updates waiting to be executed. Queue of all async graph updates waiting to be executed. Stack containing all waiting graph update queries. Logs an error string while taking into account logPathResults.ĬalculatePaths (System.Object _threadInfo)ĬalculatePathsThreaded (System.Object _threadInfo) ![]() Logs a string while taking into account logPathResults. UpdateGraphsInteral ( GraphUpdateObject ob, float t) ProcessGraphUpdatesAsync (System.Object _astar) PerformBlockingActions (bool force=false, bool unblockOnComplete=true) Sets up all needed variables and scans the graphs.ĭraws a cube at the node's position if unwalkable.īlocks the path queue so that e.g work items can be performed.Ĭlears up variables and other stuff, destroys graphs.Ĭalls OnDrawGizmos on graph generators and also OnDrawGizmosCallback.ĭraws the InGame debugging (if enabled), also shows the fps if 'L' is pressed down. The version number for the A* Pathfinding Project. Returns whether or not multithreading is used. Returns if any graph updates are waiting to be applied. Used by the editor to show some Pro specific stuff. Used by the editor to guide the user to the correct place to download updates. Which branch of the A* Pathfinding Project is this release.ĭistribution = AstarDistribution.WebsiteDownload ![]() Returns the active AstarPath object in the scene. Holds settings for heuristic optimization. Wait for the specified path to be calculated.ĮuclideanEmbedding = new EuclideanEmbedding() StartPath ( Path p, bool pushToFront=false) RegisterSafeUpdate (System.Action callback) Will send a callback when it is safe to update nodes. RegisterSafeUpdate (System.Action callback, bool threadSafe) Tries to find an AstarPath object and return tag names. Update all graphs using the GraphUpdateObject.ĬalculateThreadCount ( ThreadCount count) Update all graphs using the GraphUpdateObject after t seconds. UpdateGraphs ( GraphUpdateObject ob, float t) Update all graphs within bounds after t seconds. Internal method to make sure active is set to this object and that astarData is not null. Will apply queued graph updates as soon as possible, regardless of batchGraphUpdates.Ĭall during work items to queue a flood fill. Terminates pathfinding threads when the application quits. Initializes temporary path data for a node. Returns the node closest to the ray (slow). GetNearest (Vector3 position, NNConstraint constraint, GraphNode hint) GetNearest (Vector3 position, NNConstraint constraint) Returns the nearest node to a position using the specified NNConstraint. ![]() If a WorkItem needs to have a valid flood fill during execution, call this method to ensure there are no pending flood fills.įloodfills starting from the specified node.įloodfills starting from 'seed' using the specified area.įloodfills all graphs and updates areas for every node.įlushWorkItems (bool unblockOnComplete=true, bool block=false) More.Īdd a work item to be processed when pathfinding is paused.īlocks until all pathfinding threads are paused and blocked. Information about where the package was downloaded. Holds a single update that needs to be performed on a graph. Examples: MovePointNode.cs, MultiTargetFree.cs, and WaypointPath.cs. It might be a bit hard to use directly, usually interfacing with the pathfinding system is done through the Seeker class. This class is a singleton class, meaning there should only exist at most one active instance of it in the scene. This class handles all of the pathfinding system, calculates all paths and stores the info. Core Component for the A* Pathfinding System. ![]()
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