本文整理汇总了C#中Pathfinding.Path.GetState方法的典型用法代码示例。如果您正苦于以下问题:C# Path.GetState方法的具体用法?C# Path.GetState怎么用?C# Path.GetState使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Pathfinding.Path
的用法示例。
在下文中一共展示了Path.GetState方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: WaitForPath
/** Wait for the specified path to be calculated.
* Normally it takes a few frames for a path to get calculated and returned.
* This function will ensure that the path will be calculated when this function returns
* and that the callback for that path has been called.
*
* \note Do not confuse this with Pathfinding.Path.WaitForPath. This one will halt all operations until the path has been calculated
* while Pathfinding.Path.WaitForPath will wait using yield until it has been calculated.
*
* If requesting a lot of paths in one go and waiting for the last one to complete,
* it will calculate most of the paths in the queue (only most if using multithreading, all if not using multithreading).
*
* Use this function only if you really need to.
* There is a point to spreading path calculations out over several frames.
* It smoothes out the framerate and makes sure requesting a large
* number of paths at the same time does not cause lag.
*
* \note Graph updates and other callbacks might get called during the execution of this function.
*
* When the pathfinder is shutting down. I.e in OnDestroy, this function will not do anything.
*
* \param p The path to wait for. The path must be started, otherwise an exception will be thrown.
*
* \throws Exception if pathfinding is not initialized properly for this scene (most likely no AstarPath object exists)
* or if the path has not been started yet.
* Also throws an exception if critical errors ocurr such as when the pathfinding threads have crashed (which should not happen in normal cases).
* This prevents an infinite loop while waiting for the path.
*
* \see Pathfinding.Path.WaitForPath
*/
public static void WaitForPath (Path p) {
if (active == null)
throw new System.Exception ("Pathfinding is not correctly initialized in this scene (yet?). " +
"AstarPath.active is null.\nDo not call this function in Awake");
if (p == null) throw new System.ArgumentNullException ("Path must not be null");
if (active.pathQueue.IsTerminating) return;
if (p.GetState () == PathState.Created){
throw new System.Exception ("The specified path has not been started yet.");
}
waitForPathDepth++;
if (waitForPathDepth == 5) {
Debug.LogError ("You are calling the WaitForPath function recursively (maybe from a path callback). Please don't do this.");
}
if (p.GetState() < PathState.ReturnQueue) {
if (IsUsingMultithreading) {
while (p.GetState() < PathState.ReturnQueue) {
if (active.pathQueue.IsTerminating) {
waitForPathDepth--;
throw new System.Exception ("Pathfinding Threads seems to have crashed.");
}
//Wait for threads to calculate paths
Thread.Sleep(1);
active.PerformBlockingActions();
}
} else {
while (p.GetState() < PathState.ReturnQueue) {
if (active.pathQueue.IsEmpty && p.GetState () != PathState.Processing) {
waitForPathDepth--;
throw new System.Exception ("Critical error. Path Queue is empty but the path state is '" + p.GetState() + "'");
}
//Calculate some paths
threadEnumerator.MoveNext ();
active.PerformBlockingActions();
}
}
}
active.ReturnPaths (false);
waitForPathDepth--;
}
示例2: StartPath
/** Puts the Path in queue for calculation.
* The callback specified when constructing the path will be called when the path has been calculated.
* Usually you should use the Seeker component instead of calling this function directly.
*
* \param p The path that should be put in queue for calculation
* \param pushToFront If true, the path will be pushed to the front of the queue, bypassing all waiting paths and making it the next path to be calculated.
* This can be useful if you have a path which you want to prioritize over all others. Be careful to not overuse it though.
* If too many paths are put in the front of the queue often, this can lead to normal paths having to wait a very long time before being calculated.
*/
public static void StartPath (Path p, bool pushToFront = false) {
if (active == null) {
Debug.LogError ("There is no AstarPath object in the scene");
return;
}
if (p.GetState() != PathState.Created) {
throw new System.Exception ("The path has an invalid state. Expected " + PathState.Created + " found " + p.GetState() + "\n" +
"Make sure you are not requesting the same path twice");
}
if (active.pathQueue.IsTerminating) {
p.Error ();
p.LogError ("No new paths are accepted");
return;
}
if (active.graphs == null || active.graphs.Length == 0) {
Debug.LogError ("There are no graphs in the scene");
p.Error ();
p.LogError ("There are no graphs in the scene");
Debug.LogError (p.errorLog);
return;
}
p.Claim (active);
//Will increment to PathQueue
p.AdvanceState (PathState.PathQueue);
if (pushToFront) {
active.pathQueue.PushFront (p);
} else {
active.pathQueue.Push (p);
}
}
示例3: StartPath
/** Puts the Path in queue for calculation.
* The callback specified when constructing the path will be called when the path has been calculated.
* Usually you should use the Seeker component instead of calling this function directly.
*/
public static void StartPath (Path p) {
if (active == null) {
Debug.LogError ("There is no AstarPath object in the scene");
return;
}
if (p.GetState() != PathState.Created) {
throw new System.Exception ("The path has an invalid state. Expected " + PathState.Created + " found " + p.GetState() + "\n" +
"Make sure you are not requesting the same path twice");
}
if (!active.acceptNewPaths) {
p.Error ();
p.LogError ("No new paths are accepted");
//Debug.LogError (p.errorLog);
//p.ReturnPath ();
return;
}
if (active.graphs == null || active.graphs.Length == 0) {
Debug.LogError ("There are no graphs in the scene");
p.Error ();
p.LogError ("There are no graphs in the scene");
Debug.LogError (p.errorLog);
//p.ReturnPath ();
return;
}
/*MultithreadPath p2 = p as MultithreadPath;
if (p2 == null) {
Debug.LogError ("Path Not Set Up For Multithreading");
return;
}*/
p.Claim (active);
lock (pathQueue) {
//Will increment to PathQueue
p.AdvanceState (PathState.PathQueue);
pathQueue.Enqueue (p);
if (doSetQueueState)
pathQueueFlag.Set ();
}
}