/** Starts a path specified by PathTypesDemo::activeDemo */ public void DemoPath() { Path p = null; if (activeDemo == 0) { p = new Path (start.position,end.position, OnPathComplete); } else if (activeDemo == 1) { MultiTargetPath mp = new MultiTargetPath (multipoints.ToArray (), end.position, null, OnPathComplete); p = mp; } else if (activeDemo == 2) { RandomPath rp = new RandomPath (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 = new FleePath (start.position, end.position, searchLength, OnPathComplete); fp.fleeStrength = aimStrength; fp.replaceChance = replaceChance; fp.spread = spread; p = fp; } else if (activeDemo == 4) { ConstantPath constPath = new ConstantPath (start.position, searchLength, OnPathComplete); p = constPath; } if (p != null) AstarPath.StartPath (p); }
public static FleePath Construct(Vector3 start, Vector3 avoid, int searchLength, OnPathDelegate callback = null) { FleePath path = PathPool <FleePath> .GetPath(); path.Setup(start, avoid, searchLength, callback); return(path); }
public static FleePath Construct(Vector3 start, Vector3 avoid, int searchLength, [Optional, DefaultParameterValue(null)] OnPathDelegate callback) { FleePath path = PathPool.GetPath <FleePath>(); path.Setup(start, avoid, searchLength, callback); return(path); }