/** Sets up a ConstantPath starting from the specified point */
		protected void Setup (Vector3 start, int maxGScore, OnPathDelegate callback) {
			this.callback = callback;
			startPoint = start;
			originalStartPoint = startPoint;

			endingCondition = new EndingConditionDistance (this,maxGScore);
		}
Пример #2
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		/** Sets up a ConstantPath starting from the specified point */
		protected void Setup (Vector3 start, int maxGScore, OnPathDelegate callback) {
			this.callback = callback;
			startPoint = start;
			originalStartPoint = startPoint;
			
			endingCondition = new EndingConditionDistance (this,maxGScore);
		}
Пример #3
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		/** Reset the path to default values.
		 * Clears the #allNodes list.
		 * \note This does not reset the #endingCondition.
		 * 
		 * Also sets #heuristic to Heuristic.None as it is the default value for this path type
		 */
		public override void Reset ()
		{
			base.Reset ();
			allNodes = Util.ListPool<Node>.Claim ();
			endingCondition = null;
			originalStartPoint = Vector3.zero;
			startPoint = Vector3.zero;
			startNode = null;
			heuristic = Heuristic.None;
		}
Пример #4
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        public override void Reset()
        {
            base.Reset();
            this.allNodes = ListPool <GraphNode> .Claim();

            this.endingCondition    = null;
            this.originalStartPoint = Vector3.zero;
            this.startPoint         = Vector3.zero;
            this.startNode          = null;
            this.heuristic          = Heuristic.None;
        }
Пример #5
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        /** Reset the path to default values.
         * Clears the #allNodes list.
         * \note This does not reset the #endingCondition.
         *
         * Also sets #heuristic to Heuristic.None as it is the default value for this path type
         */
        protected override void Reset()
        {
            base.Reset();
            allNodes = Util.ListPool <GraphNode> .Claim();

            endingCondition    = null;
            originalStartPoint = VInt3.zero;
            startPoint         = VInt3.zero;
            startNode          = null;
            heuristic          = Heuristic.None;
        }
Пример #6
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 protected override void Reset()
 {
     base.Reset();
     endingCondition = null;
 }
 public override void Reset()
 {
     base.Reset ();
     endingCondition = null;
 }
		/** Reset the path to default values.
		 * Clears the #allNodes list.
		 * \note This does not reset the #endingCondition.
		 *
		 * Also sets #heuristic to Heuristic.None as it is the default value for this path type
		 */
		public override void Reset ()
		{
			base.Reset ();
			allNodes = Util.ListPool<GraphNode>.Claim ();
			endingCondition = null;
			originalStartPoint = Vector3.zero;
			startPoint = Vector3.zero;
			startNode = null;
			heuristic = Heuristic.None;
		}
Пример #9
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 public override void Reset()
 {
     base.Reset();
     endingCondition = null;
 }
Пример #10
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 /** Creates a new ConstantPath starting from the specified point.
  * \param start 			From where the path will be started from (the closest node to that point will be used)
  * \param maxGScore			Searching will be stopped when a node has a G score greater than this
  * \param callbackDelegate	Will be called when the path has completed, leave this to null if you use a Seeker to handle calls
  *
  * Searching will be stopped when a node has a G score (cost to reach it) greater than \a maxGScore */
 public ConstantPath(Vector3 start, int maxGScore, OnPathDelegate callbackDelegate)
     : base(start,Vector3.zero,callbackDelegate)
 {
     endingCondition = new EndingConditionDistance (maxGScore);
     hasEndPoint = false;
 }
Пример #11
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 public override void Reset()
 {
     base.Reset();
     this.allNodes = ListPool<GraphNode>.Claim();
     this.endingCondition = null;
     this.originalStartPoint = Vector3.zero;
     this.startPoint = Vector3.zero;
     this.startNode = null;
     this.heuristic = Heuristic.None;
 }