C# Class Pathfinding.NavGraph

Base class for all graphs
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Méthodes publiques

Свойство Type Description
_sguid byte[]
active AstarPath
graphIndex uint
inverseMatrix UnityEngine.Matrix4x4

Private Properties

Свойство Type Description
Scan void

Méthodes publiques

Méthode Description
Awake ( ) : void

This will be called on the same time as Awake on the gameObject which the AstarPath script is attached to. (remember, not in the editor) Use this for any initialization code which can't be placed in Scan

CountNodes ( ) : int
CreateNodes ( int number ) : void
DeserializeExtraInfo ( GraphSerializationContext ctx ) : void
GetNearest ( Vector3 position ) : NNInfo
GetNearest ( Vector3 position, NNConstraint constraint ) : NNInfo
GetNearest ( Vector3 position, NNConstraint constraint, GraphNode hint ) : NNInfo
GetNearestForce ( Vector3 position, NNConstraint constraint ) : NNInfo

Returns the nearest node to a position using the specified constraint.

GetNodes ( GraphNodeDelegateCancelable del ) : void
InSearchTree ( GraphNode node, Path path ) : bool
NodeColor ( GraphNode node, PathHandler data ) : Color
OnDestroy ( ) : void
OnDrawGizmos ( bool drawNodes ) : void
PostDeserialization ( ) : void
RelocateNodes ( Matrix4x4 oldMatrix, Matrix4x4 newMatrix ) : void
SafeOnDestroy ( ) : void
ScanGraph ( ) : void

Consider using AstarPath.Scan () instead since this function might screw things up if there is more than one graph. This function does not perform all necessary postprocessing for the graph to work with pathfinding (e.g flood fill). See the source of the AstarPath.Scan function to see how it can be used. In almost all cases you should use AstarPath.Scan instead.

ScanInternal ( ) : void
ScanInternal ( OnScanStatus statusCallback ) : void

Scans the graph, called from AstarPath.ScanInternal Override this function to implement custom scanning logic The statusCallback may be optionally called to show progress info in the editor

SerializeExtraInfo ( GraphSerializationContext ctx ) : void
SetMatrix ( Matrix4x4 m ) : void

Private Methods

Méthode Description
Scan ( ) : void

Method Details

Awake() public méthode

This will be called on the same time as Awake on the gameObject which the AstarPath script is attached to. (remember, not in the editor) Use this for any initialization code which can't be placed in Scan
public Awake ( ) : void
Résultat void

CountNodes() public méthode

public CountNodes ( ) : int
Résultat int

CreateNodes() public méthode

public CreateNodes ( int number ) : void
number int
Résultat void

DeserializeExtraInfo() public méthode

public DeserializeExtraInfo ( GraphSerializationContext ctx ) : void
ctx Pathfinding.Serialization.GraphSerializationContext
Résultat void

GetNearest() public méthode

public GetNearest ( Vector3 position ) : NNInfo
position Vector3
Résultat NNInfo

GetNearest() public méthode

public GetNearest ( Vector3 position, NNConstraint constraint ) : NNInfo
position Vector3
constraint NNConstraint
Résultat NNInfo

GetNearest() public méthode

public GetNearest ( Vector3 position, NNConstraint constraint, GraphNode hint ) : NNInfo
position Vector3
constraint NNConstraint
hint GraphNode
Résultat NNInfo

GetNearestForce() public méthode

Returns the nearest node to a position using the specified constraint.
public GetNearestForce ( Vector3 position, NNConstraint constraint ) : NNInfo
position Vector3 /// A ///
constraint NNConstraint /// A ///
Résultat NNInfo

GetNodes() public abstract méthode

public abstract GetNodes ( GraphNodeDelegateCancelable del ) : void
del GraphNodeDelegateCancelable
Résultat void

InSearchTree() public méthode

public InSearchTree ( GraphNode node, Path path ) : bool
node GraphNode
path Path
Résultat bool

NodeColor() public méthode

public NodeColor ( GraphNode node, PathHandler data ) : Color
node GraphNode
data PathHandler
Résultat Color

OnDestroy() public méthode

public OnDestroy ( ) : void
Résultat void

OnDrawGizmos() public méthode

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

PostDeserialization() public méthode

public PostDeserialization ( ) : void
Résultat void

RelocateNodes() public méthode

public RelocateNodes ( Matrix4x4 oldMatrix, Matrix4x4 newMatrix ) : void
oldMatrix UnityEngine.Matrix4x4
newMatrix UnityEngine.Matrix4x4
Résultat void

SafeOnDestroy() public méthode

public SafeOnDestroy ( ) : void
Résultat void

ScanGraph() public méthode

Consider using AstarPath.Scan () instead since this function might screw things up if there is more than one graph. This function does not perform all necessary postprocessing for the graph to work with pathfinding (e.g flood fill). See the source of the AstarPath.Scan function to see how it can be used. In almost all cases you should use AstarPath.Scan instead.
public ScanGraph ( ) : void
Résultat void

ScanInternal() public méthode

public ScanInternal ( ) : void
Résultat void

ScanInternal() public abstract méthode

Scans the graph, called from AstarPath.ScanInternal Override this function to implement custom scanning logic The statusCallback may be optionally called to show progress info in the editor
public abstract ScanInternal ( OnScanStatus statusCallback ) : void
statusCallback OnScanStatus
Résultat void

SerializeExtraInfo() public méthode

public SerializeExtraInfo ( GraphSerializationContext ctx ) : void
ctx Pathfinding.Serialization.GraphSerializationContext
Résultat void

SetMatrix() public méthode

public SetMatrix ( Matrix4x4 m ) : void
m UnityEngine.Matrix4x4
Résultat void

Property Details

_sguid public_oe property

public byte[] _sguid
Résultat byte[]

active public_oe property

public AstarPath active
Résultat AstarPath

graphIndex public_oe property

public uint graphIndex
Résultat uint

inverseMatrix public_oe property

public Matrix4x4,UnityEngine inverseMatrix
Résultat UnityEngine.Matrix4x4