Method |
Description |
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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 |
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CountNodes ( ) : int |
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CreateNodes ( int number ) : void |
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DeserializeExtraInfo ( GraphSerializationContext ctx ) : void |
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GetNearest ( Vector3 position ) : NNInfo |
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GetNearest ( Vector3 position, NNConstraint constraint ) : NNInfo |
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GetNearest ( Vector3 position, NNConstraint constraint, GraphNode hint ) : NNInfo |
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GetNearestForce ( Vector3 position, NNConstraint constraint ) : NNInfo |
Returns the nearest node to a position using the specified constraint. |
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GetNodes ( GraphNodeDelegateCancelable del ) : void |
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InSearchTree ( GraphNode node, Path path ) : bool |
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NodeColor ( GraphNode node, PathHandler data ) : Color |
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OnDestroy ( ) : void |
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OnDrawGizmos ( bool drawNodes ) : void |
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PostDeserialization ( ) : void |
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RelocateNodes ( Matrix4x4 oldMatrix, Matrix4x4 newMatrix ) : void |
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SafeOnDestroy ( ) : void |
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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. |
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ScanInternal ( ) : void |
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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 |
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SerializeExtraInfo ( GraphSerializationContext ctx ) : void |
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SetMatrix ( Matrix4x4 m ) : void |
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