blob: 420663a224a96b27fd0631fe95bae09ba005d314 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
|
namespace Pathfinding {
[System.Serializable]
public struct PathRequestSettings {
/// <summary>
/// Graphs that this agent can use.
/// This field determines which graphs will be considered when searching for the start and end nodes of a path.
/// It is useful in numerous situations, for example if you want to make one graph for small units and one graph for large units.
///
/// This is a bitmask so if you for example want to make the agent only use graph index 3 then you can set this to:
/// <code> settings.graphMask = 1 << 3; </code>
///
/// See: bitmasks (view in online documentation for working links)
///
/// Note that this field only stores which graph indices that are allowed. This means that if the graphs change their ordering
/// then this mask may no longer be correct.
///
/// If you know the name of the graph you can use the <see cref="Pathfinding.GraphMask.FromGraphName"/> method:
/// <code>
/// GraphMask mask1 = GraphMask.FromGraphName("My Grid Graph");
/// GraphMask mask2 = GraphMask.FromGraphName("My Other Grid Graph");
///
/// NNConstraint nn = NNConstraint.Walkable;
///
/// nn.graphMask = mask1 | mask2;
///
/// // Find the node closest to somePoint which is either in 'My Grid Graph' OR in 'My Other Grid Graph'
/// var info = AstarPath.active.GetNearest(somePoint, nn);
/// </code>
///
/// See: multiple-agent-types (view in online documentation for working links)
/// </summary>
public GraphMask graphMask;
/// <summary>
/// The penalty for each tag.
///
/// If null, all penalties will be treated as zero. Otherwise, the array should always have a length of exactly 32.
/// </summary>
public int[] tagPenalties;
/// <summary>
/// The tags which this agent can traverse.
///
/// Note: This field is a bitmask.
/// See: bitmasks (view in online documentation for working links)
/// </summary>
public int traversableTags;
/// <summary>
/// Filters which nodes the agent can traverse, and can also add penalties to each traversed node.
///
/// In most common situations, this is left as null (which implies the default traversal provider: <see cref="DefaultITraversalProvider"/>).
/// But if you need custom pathfinding behavior which cannot be done using the <see cref="graphMask"/>, <see cref="tagPenalties"/> and <see cref="traversableTags"/>, then setting an <see cref="ITraversalProvider"/> is a great option.
/// It provides you a lot more control over how the pathfinding works.
///
/// <code>
/// followerEntity.pathfindingSettings.traversalProvider = new MyCustomTraversalProvider();
/// </code>
///
/// See: traversal_provider (view in online documentation for working links)
/// </summary>
public ITraversalProvider traversalProvider;
public static PathRequestSettings Default => new PathRequestSettings {
graphMask = GraphMask.everything,
tagPenalties = new int[32],
traversableTags = -1,
traversalProvider = null,
};
}
}
|