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PathManager

Graydon edited this page Mar 21, 2017 · 7 revisions

public class PathManager

Base Class: SimulationManagerBase<PathManager, PathProperties>
Implements: ISimulationManager

Fields

public int m_pathUnitCount
public int m_renderPathGizmo
public Array32<PathUnit> m_pathUnits
public object m_bufferLock
private PathFind[] m_pathfinds
private bool m_terminated
public const int MAX_PATHUNIT_COUNT = 262144

Methods

protected void Awake()
private void OnDestroy()
private void OnDrawGizmosSelected()
public static bool FindPathPosition(Vector3 position, Service service, LaneType laneType, VehicleType vehicleType, float maxDistance, out Position pathPos)
public static bool FindPathPosition(Vector3 position, Service service, LaneType laneType, VehicleType vehicleType, float maxDistance, out Position pathPosA, out Position pathPosB, out float distanceSqrA, out float distanceSqrB)
public static Vector3 CalculatePosition(Position pathPos)
public static uint GetLaneID(Position pathPos)
public bool CreatePath(out uint unit, ref Randomizer randomizer, uint buildIndex, Position startPos, Position endPos, LaneType laneTypes, VehicleType vehicleTypes, float maxLength)
public bool CreatePath(out uint unit, ref Randomizer randomizer, uint buildIndex, Position startPosA, Position startPosB, Position endPosA, Position endPosB, LaneType laneTypes, VehicleType vehicleTypes, float maxLength)
public bool CreatePath(out uint unit, ref Randomizer randomizer, uint buildIndex, Position startPosA, Position startPosB, Position endPosA, Position endPosB, LaneType laneTypes, VehicleType vehicleTypes, float maxLength, bool isHeavyVehicle, bool ignoreBlocked, bool stablePath, bool skipQueue)
public bool CreatePath(out uint unit, ref Randomizer randomizer, uint buildIndex, Position startPosA, Position startPosB, Position endPosA, Position endPosB, Position vehiclePosition, LaneType laneTypes, VehicleType vehicleTypes, float maxLength, bool isHeavyVehicle, bool ignoreBlocked, bool stablePath, bool skipQueue)
public void WaitForAllPaths()
public bool AddPathReference(uint unit)
public void ReleaseFirstUnit(ref uint unit)
public void ReleasePath(uint unit)
protected void SimulationStepImpl(int subStep)
public void GetData(FastList<IDataContainer> data)
string ISimulationManager.GetName()
ThreadProfiler ISimulationManager.GetSimulationProfiler()
void ISimulationManager.SimulationStep(int subStep)

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