/** 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); }
/** 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; }
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; }
/** 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; }
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; }
public override void Reset() { base.Reset(); endingCondition = null; }
/** 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; }
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; }