/// <summary>Requests a path to the target.</summary> public virtual void SearchPath() { if (float.IsPositiveInfinity(destination.x)) { return; } if (onSearchPath != null) { onSearchPath(); } // This is where the path should start to search from var currentPosition = GetFeetPosition(); // If we are following a path, start searching from the node we will // reach next this can prevent odd turns right at the start of the path /*if (interpolator.valid) { * var prevDist = interpolator.distance; * // Move to the end of the current segment * interpolator.MoveToSegment(interpolator.segmentIndex, 1); * currentPosition = interpolator.position; * // Move back to the original position * interpolator.distance = prevDist; * }*/ canSearchAgain = false; // Create a new path request // The OnPathComplete method will later be called with the result SetPath(ABPath.Construct(currentPosition, destination, null)); }
/// <summary>\copydoc Pathfinding::IAstarAI::SearchPath</summary> public virtual void SearchPath() { if (float.IsPositiveInfinity(destination.x)) { return; } if (onSearchPath != null) { onSearchPath(); } Vector3 start, end; CalculatePathRequestEndpoints(out start, out end); // Request a path to be calculated from our current position to the destination ABPath p = ABPath.Construct(start, end, null); SetPath(p); }
/// <summary> /// Call this function to start calculating a path. /// /// callback will be called when the path has completed. /// Callback will not be called if the path is canceled (e.g when a new path is requested before the previous one has completed) /// </summary> /// <param name="start">The start point of the path</param> /// <param name="end">The end point of the path</param> /// <param name="callback">The function to call when the path has been calculated</param> /// <param name="graphMask">Mask used to specify which graphs should be searched for close nodes. See #Pathfinding.NNConstraint.graphMask. This will override #graphMask for this path request.</param> public Path StartPath(Vector3 start, Vector3 end, OnPathDelegate callback, GraphMask graphMask) { return(StartPath(ABPath.Construct(start, end, null), callback, graphMask)); }
public ABPath GetNewPath(Vector3 start, Vector3 end) { // Construct a path with start and end points return(ABPath.Construct(start, end, null)); }
// Token: 0x060021C3 RID: 8643 RVA: 0x00190364 File Offset: 0x0018E564 public Path StartPath(Vector3 start, Vector3 end, OnPathDelegate callback) { return(this.StartPath(ABPath.Construct(start, end, null), callback)); }
public ABPath GetNewPath(Vector3 start, Vector3 end) { return(ABPath.Construct(start, end, null)); }
/** Call this function to start calculating a path. * * \param start The start point of the path * \param end The end point of the path * \param callback The function to call when the path has been calculated * \param graphMask Mask used to specify which graphs should be searched for close nodes. See #Pathfinding.NNConstraint.graphMask. This will override #graphMask for this path request. * * \a callback will be called when the path has completed. * \a Callback will not be called if the path is canceled (e.g when a new path is requested before the previous one has completed) */ //Good Game //public Path StartPath (Vector3 start, Vector3 end, OnPathDelegate callback, int graphMask) { public Path StartPath(VInt3 start, VInt3 end, OnPathDelegate callback, int graphMask) { return(StartPath(ABPath.Construct(start, end, null), callback, graphMask)); }