Exemple #1
0
 public void AddWorkItem(AstarWorkItem item)
 {
     this.workItems.AddWorkItem(item);
     if (!this.workItemLock.Held)
     {
         this.workItemLock = this.PausePathfindingSoon();
     }
 }
Exemple #2
0
 public void AddWorkItem(AstarWorkItem itm)
 {
     this.workItems.AddWorkItem(itm);
     if (!this.workItemsQueued)
     {
         this.workItemsQueued = true;
         if (!this.isScanning)
         {
             this.InterruptPathfinding();
         }
     }
 }
Exemple #3
0
 public void QueueGraphUpdates()
 {
     if (!this.graphUpdatesWorkItemAdded)
     {
         this.graphUpdatesWorkItemAdded = true;
         AstarWorkItem workItem = this.graphUpdates.GetWorkItem();
         this.AddWorkItem(new AstarWorkItem(delegate
         {
             this.graphUpdatesWorkItemAdded = false;
             this.lastGraphUpdate           = Time.realtimeSinceStartup;
             workItem.init();
         }, workItem.update));
     }
 }
Exemple #4
0
    public void AddWorkItem(AstarWorkItem item)
    {
        workItems.AddWorkItem(item);

        if (!workItemLock.Held)
        {
            workItemLock = PausePathfindingSoon();
        }

#if UNITY_EDITOR
        if (!Application.isPlaying)
        {
            FlushWorkItems();
        }
#endif
    }
Exemple #5
0
	/** Will apply queued graph updates as soon as possible, regardless of #limitGraphUpdates.
	 * Calling this multiple times will not create multiple callbacks.
	 * Makes sure DoUpdateGraphs is called as soon as possible.\n
	 * This function is useful if you are limiting graph updates, but you want a specific graph update to be applied as soon as possible regardless of the time limit.
	 * \see FlushGraphUpdates
	 */
	public void QueueGraphUpdates () {
		if (!isRegisteredForUpdate) {
			isRegisteredForUpdate = true;
			AstarWorkItem itm = new AstarWorkItem();
			itm.init = QueueGraphUpdatesInternal;
			itm.update = ProcessGraphUpdates;
			AddWorkItem (itm);
		}
	}
Exemple #6
0
	/** Add a work item to be processed when pathfinding is paused.
	 * 
	 * \see ProcessWorkItems
	 */
	public void AddWorkItem (AstarWorkItem itm) {
		
		workItems.Enqueue (itm);
		
		//Make sure pathfinding is stopped and work items are processed
		if (!workItemsQueued) {
			workItemsQueued = true;
			if (!isScanning) {
				InterruptPathfinding ();
			}
		}

#if UNITY_EDITOR
		//If not playing, execute instantly
		if (!Application.isPlaying) {
			FlushWorkItems();
		}
#endif
	}