C# Class Pathfinding.QuadtreeGraph

Inheritance: NavGraph
Mostrar archivo 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_oe property

public Vector3,UnityEngine center
return UnityEngine.Vector3

editorHeightLog2 public_oe property

public int editorHeightLog2
return int

editorWidthLog2 public_oe property

public int editorWidthLog2
return int

layerMask public_oe property

public LayerMask,UnityEngine layerMask
return UnityEngine.LayerMask

minDepth public_oe property

public int minDepth
return int

nodeSize public_oe property

public float nodeSize
return float