C# Class Pathfinding.QuadtreeGraph

Inheritance: NavGraph
Show file Open project: henryj41043/TheUnseen

Public Properties

Property Type Description
center UnityEngine.Vector3
editorHeightLog2 int
editorWidthLog2 int
layerMask UnityEngine.LayerMask
minDepth int
nodeSize float

Public Methods

Method Description
AddNeighboursRec ( List arr, QuadtreeNodeHolder holder, int depth, int x, int y, IntRect bounds, QuadtreeNode dontInclude ) : void
CheckCollision ( int x, int y ) : bool
CheckNode ( int xs, int ys, int width ) : int
CreateNodeRec ( QuadtreeNodeHolder holder, int depth, int x, int y ) : void
DrawRec ( QuadtreeNodeHolder h, int depth, int x, int y, Vector3 parentPos ) : void
GetNodes ( GraphNodeDelegateCancelable del ) : void
LocalToWorldPosition ( int x, int y, int width ) : Vector3
OnDrawGizmos ( bool drawNodes ) : void
QueryPoint ( int qx, int qy ) : QuadtreeNode
RecalculateConnections ( QuadtreeNodeHolder holder, int depth, int x, int y ) : void
RecalculateConnectionsRec ( QuadtreeNodeHolder holder, int depth, int x, int y ) : void
ScanInternal ( OnScanStatus statusCallback ) : void

Method Details

AddNeighboursRec() public method

public AddNeighboursRec ( List arr, QuadtreeNodeHolder holder, int depth, int x, int y, IntRect bounds, QuadtreeNode dontInclude ) : void
arr List
holder QuadtreeNodeHolder
depth int
x int
y int
bounds IntRect
dontInclude QuadtreeNode
return void

CheckCollision() public method

public CheckCollision ( int x, int y ) : bool
x int
y int
return bool

CheckNode() public method

public CheckNode ( int xs, int ys, int width ) : int
xs int
ys int
width int
return int

CreateNodeRec() public method

public CreateNodeRec ( QuadtreeNodeHolder holder, int depth, int x, int y ) : void
holder QuadtreeNodeHolder
depth int
x int
y int
return void

DrawRec() public method

public DrawRec ( QuadtreeNodeHolder h, int depth, int x, int y, Vector3 parentPos ) : void
h QuadtreeNodeHolder
depth int
x int
y int
parentPos UnityEngine.Vector3
return void

GetNodes() public method

public GetNodes ( GraphNodeDelegateCancelable del ) : void
del GraphNodeDelegateCancelable
return void

LocalToWorldPosition() public method

public LocalToWorldPosition ( int x, int y, int width ) : Vector3
x int
y int
width int
return UnityEngine.Vector3

OnDrawGizmos() public method

public OnDrawGizmos ( bool drawNodes ) : void
drawNodes bool
return void

QueryPoint() public method

public QueryPoint ( int qx, int qy ) : QuadtreeNode
qx int
qy int
return QuadtreeNode

RecalculateConnections() public method

public RecalculateConnections ( QuadtreeNodeHolder holder, int depth, int x, int y ) : void
holder QuadtreeNodeHolder
depth int
x int
y int
return void

RecalculateConnectionsRec() public method

public RecalculateConnectionsRec ( QuadtreeNodeHolder holder, int depth, int x, int y ) : void
holder QuadtreeNodeHolder
depth int
x int
y int
return void

ScanInternal() public method

public ScanInternal ( OnScanStatus statusCallback ) : void
statusCallback OnScanStatus
return void

Property Details

center public property

public Vector3,UnityEngine center
return UnityEngine.Vector3

editorHeightLog2 public property

public int editorHeightLog2
return int

editorWidthLog2 public property

public int editorWidthLog2
return int

layerMask public property

public LayerMask,UnityEngine layerMask
return UnityEngine.LayerMask

minDepth public property

public int minDepth
return int

nodeSize public property

public float nodeSize
return float