public static FloodPathTracer Construct(Vector3 start, FloodPath flood, OnPathDelegate callback = null) { var p = PathPool.GetPath <FloodPathTracer>(); p.Setup(start, flood, callback); return(p); }
/** Starts a path specified by PathTypesDemo.activeDemo */ public void DemoPath() { Path p = null; if (activeDemo == 0) { p = ABPath.Construct(start.position, end.position, OnPathComplete); } else if (activeDemo == 1) { MultiTargetPath mp = MultiTargetPath.Construct(multipoints.ToArray(), end.position, null, OnPathComplete); p = mp; } else if (activeDemo == 2) { RandomPath rp = RandomPath.Construct(start.position, searchLength, OnPathComplete); rp.spread = spread; rp.aimStrength = aimStrength; rp.aim = end.position; rp.replaceChance = replaceChance; p = rp; } else if (activeDemo == 3) { FleePath fp = FleePath.Construct(start.position, end.position, searchLength, OnPathComplete); fp.aimStrength = aimStrength; fp.replaceChance = replaceChance; fp.spread = spread; p = fp; } else if (activeDemo == 4) { ConstantPath constPath = ConstantPath.Construct(end.position, searchLength, OnPathComplete); p = constPath; } else if (activeDemo == 5) { FloodPath fp = FloodPath.Construct(end.position, null); lastFlood = fp; p = fp; } else if (activeDemo == 6 && lastFlood != null) { FloodPathTracer fp = FloodPathTracer.Construct(end.position, lastFlood, OnPathComplete); p = fp; } if (p != null) { AstarPath.StartPath(p); lastPath = p; } }
public FloodPathConstraint(FloodPath path) { if (path == null) { #if !SERVER UnityEngine.Debug.LogWarning("FloodPathConstraint should not be used with a NULL path"); #endif } this.path = path; }
// Token: 0x060029EC RID: 10732 RVA: 0x001C21BC File Offset: 0x001C03BC private void DemoPath() { Path path = null; switch (this.activeDemo) { case PathTypesDemo.DemoMode.ABPath: path = ABPath.Construct(this.start.position, this.end.position, new OnPathDelegate(this.OnPathComplete)); break; case PathTypesDemo.DemoMode.MultiTargetPath: base.StartCoroutine(this.DemoMultiTargetPath()); break; case PathTypesDemo.DemoMode.RandomPath: { RandomPath randomPath = RandomPath.Construct(this.start.position, this.searchLength, new OnPathDelegate(this.OnPathComplete)); randomPath.spread = this.spread; randomPath.aimStrength = this.aimStrength; randomPath.aim = this.end.position; path = randomPath; break; } case PathTypesDemo.DemoMode.FleePath: { FleePath fleePath = FleePath.Construct(this.start.position, this.end.position, this.searchLength, new OnPathDelegate(this.OnPathComplete)); fleePath.aimStrength = this.aimStrength; fleePath.spread = this.spread; path = fleePath; break; } case PathTypesDemo.DemoMode.ConstantPath: base.StartCoroutine(this.DemoConstantPath()); break; case PathTypesDemo.DemoMode.FloodPath: path = (this.lastFloodPath = FloodPath.Construct(this.end.position, null)); break; case PathTypesDemo.DemoMode.FloodPathTracer: if (this.lastFloodPath != null) { path = FloodPathTracer.Construct(this.end.position, this.lastFloodPath, new OnPathDelegate(this.OnPathComplete)); } break; } if (path != null) { AstarPath.StartPath(path, false); this.lastPath = path; } }
/// <summary>Starts a path specified by PathTypesDemo.activeDemo</summary> void DemoPath() { Path p = null; switch (activeDemo) { case DemoMode.ABPath: p = ABPath.Construct(start.position, end.position, OnPathComplete); break; case DemoMode.MultiTargetPath: StartCoroutine(DemoMultiTargetPath()); break; case DemoMode.ConstantPath: StartCoroutine(DemoConstantPath()); break; case DemoMode.RandomPath: RandomPath rp = RandomPath.Construct(start.position, searchLength, OnPathComplete); rp.spread = spread; rp.aimStrength = aimStrength; rp.aim = end.position; p = rp; break; case DemoMode.FleePath: FleePath fp = FleePath.Construct(start.position, end.position, searchLength, OnPathComplete); fp.aimStrength = aimStrength; fp.spread = spread; p = fp; break; case DemoMode.FloodPath: p = lastFloodPath = FloodPath.Construct(end.position, null); break; case DemoMode.FloodPathTracer: if (lastFloodPath != null) { FloodPathTracer fpt = FloodPathTracer.Construct(end.position, lastFloodPath, OnPathComplete); p = fpt; } break; } if (p != null) { AstarPath.StartPath(p); lastPath = p; } }
protected void Setup(Vector3 start, FloodPath flood, OnPathDelegate callback) { this.flood = flood; if (flood == null || flood.PipelineState < PathState.Returned) { throw new System.ArgumentException("You must supply a calculated FloodPath to the 'flood' argument"); } base.Setup(start, flood.originalStartPoint, callback); nnConstraint = new FloodPathConstraint(flood); }
/** Starts a path specified by PathTypesDemo.activeDemo */ void DemoPath() { Path p = null; if (activeDemo == DemoMode.ABPath) { p = ABPath.Construct(start.position, end.position, OnPathComplete); if (agents != null && agents.Length > 0) { List <Vector3> pts = Pathfinding.Util.ListPool <Vector3> .Claim(agents.Length); Vector3 avg = Vector3.zero; for (int i = 0; i < agents.Length; i++) { pts.Add(agents[i].transform.position); avg += pts[i]; } avg /= pts.Count; for (int i = 0; i < agents.Length; i++) { pts[i] -= avg; } Pathfinding.PathUtilities.GetPointsAroundPoint(end.position, AstarPath.active.graphs[0] as IRaycastableGraph, pts, 0, 0.2f); for (int i = 0; i < agents.Length; i++) { if (agents[i] == null) { continue; } agents[i].target.position = pts[i]; agents[i].UpdatePath(); } } } else if (activeDemo == DemoMode.MultiTargetPath) { MultiTargetPath mp = MultiTargetPath.Construct(multipoints.ToArray(), end.position, null, OnPathComplete); p = mp; } else if (activeDemo == DemoMode.RandomPath) { RandomPath rp = RandomPath.Construct(start.position, searchLength, OnPathComplete); rp.spread = spread; rp.aimStrength = aimStrength; rp.aim = end.position; p = rp; } else if (activeDemo == DemoMode.FleePath) { FleePath fp = FleePath.Construct(start.position, end.position, searchLength, OnPathComplete); fp.aimStrength = aimStrength; fp.spread = spread; p = fp; } else if (activeDemo == DemoMode.ConstantPath) { StartCoroutine(CalculateConstantPath()); p = null; } else if (activeDemo == DemoMode.FloodPath) { FloodPath fp = FloodPath.Construct(end.position, null); lastFlood = fp; p = fp; } else if (activeDemo == DemoMode.FloodPathTracer && lastFlood != null) { FloodPathTracer fp = FloodPathTracer.Construct(end.position, lastFlood, OnPathComplete); p = fp; } if (p != null) { AstarPath.StartPath(p); lastPath = p; } }
public static FloodPathTracer Construct (Vector3 position , FloodPath floodPath , OnPathDelegate callback) { return null; }
public void DemoPath() { Path path = null; if (this.activeDemo == 0) { path = ABPath.Construct(this.start.position, this.end.position, new OnPathDelegate(this.OnPathComplete)); if (this.agents != null && this.agents.Length > 0) { List <Vector3> list = ListPool <Vector3> .Claim(this.agents.Length); Vector3 vector = Vector3.zero; for (int i = 0; i < this.agents.Length; i++) { list.Add(this.agents[i].transform.position); vector += list[i]; } vector /= (float)list.Count; for (int j = 0; j < this.agents.Length; j++) { List <Vector3> list2; int index; (list2 = list)[index = j] = list2[index] - vector; } PathUtilities.GetPointsAroundPoint(this.end.position, AstarPath.active.graphs[0] as IRaycastableGraph, list, 0f, 0.2f); for (int k = 0; k < this.agents.Length; k++) { if (!(this.agents[k] == null)) { this.agents[k].target.position = list[k]; this.agents[k].UpdatePath(); } } } } else if (this.activeDemo == 1) { MultiTargetPath multiTargetPath = MultiTargetPath.Construct(this.multipoints.ToArray(), this.end.position, null, new OnPathDelegate(this.OnPathComplete)); path = multiTargetPath; } else if (this.activeDemo == 2) { RandomPath randomPath = RandomPath.Construct(this.start.position, this.searchLength, new OnPathDelegate(this.OnPathComplete)); randomPath.spread = this.spread; randomPath.aimStrength = this.aimStrength; randomPath.aim = this.end.position; path = randomPath; } else if (this.activeDemo == 3) { FleePath fleePath = FleePath.Construct(this.start.position, this.end.position, this.searchLength, new OnPathDelegate(this.OnPathComplete)); fleePath.aimStrength = this.aimStrength; fleePath.spread = this.spread; path = fleePath; } else if (this.activeDemo == 4) { base.StartCoroutine(this.Constant()); path = null; } else if (this.activeDemo == 5) { FloodPath floodPath = FloodPath.Construct(this.end.position, null); this.lastFlood = floodPath; path = floodPath; } else if (this.activeDemo == 6 && this.lastFlood != null) { FloodPathTracer floodPathTracer = FloodPathTracer.Construct(this.end.position, this.lastFlood, new OnPathDelegate(this.OnPathComplete)); path = floodPathTracer; } if (path != null) { AstarPath.StartPath(path, false); this.lastPath = path; } }
protected override void Reset() { base.Reset(); flood = null; }