Pathfinding.Path.IsDone C# (CSharp) Method

IsDone() public method

public IsDone ( ) : bool
return bool
		public bool IsDone () {
			return CompleteState != PathCompleteState.NotCalculated;
		}

Usage Example

Beispiel #1
0
        /** Main pathfinding method.
         * This method will calculate the paths in the pathfinding queue.
         *
         * \see CalculatePathsThreaded
         * \see StartPath
         */
        IEnumerator CalculatePaths(PathThreadInfo threadInfo)
        {
            int numPaths = 0;

            // Initialize memory for this thread
            PathHandler runData = threadInfo.runData;

            if (runData.nodes == null)
            {
                throw new System.NullReferenceException("NodeRuns must be assigned to the threadInfo.runData.nodes field before threads are started\n" +
                                                        "threadInfo is an argument to the thread functions");
            }

            // Max number of ticks before yielding/sleeping
            long maxTicks   = (long)(astar.maxFrameTime * 10000);
            long targetTick = System.DateTime.UtcNow.Ticks + maxTicks;

            while (true)
            {
                //The path we are currently calculating
                Path p = null;

                AstarProfiler.StartProfile("Path Queue");

                //Try to get the next path to be calculated
                bool blockedBefore = false;
                while (p == null)
                {
                    try {
                        p              = queue.PopNoBlock(blockedBefore);
                        blockedBefore |= p == null;
                    } catch (ThreadControlQueue.QueueTerminationException) {
                        yield break;
                    }

                    if (p == null)
                    {
                        AstarProfiler.EndProfile();
                        yield return(null);

                        AstarProfiler.StartProfile("Path Queue");
                    }
                }

                AstarProfiler.EndProfile();

                AstarProfiler.StartProfile("Path Calc");

                //Max number of ticks we are allowed to continue working in one run
                //One tick is 1/10000 of a millisecond
                maxTicks = (long)(astar.maxFrameTime * 10000);

                p.PrepareBase(runData);

                //Now processing the path
                //Will advance to Processing
                p.AdvanceState(PathState.Processing);

                // Call some callbacks
                // It needs to be stored in a local variable to avoid race conditions
                var tmpOnPathPreSearch = OnPathPreSearch;
                if (tmpOnPathPreSearch != null)
                {
                    tmpOnPathPreSearch(p);
                }

                numPaths++;

                //Tick for when the path started, used for calculating how long time the calculation took
                long startTicks = System.DateTime.UtcNow.Ticks;
                long totalTicks = 0;

                AstarProfiler.StartFastProfile(8);

                AstarProfiler.StartFastProfile(0);
                //Prepare the path
                AstarProfiler.StartProfile("Path Prepare");
                p.Prepare();
                AstarProfiler.EndProfile("Path Prepare");
                AstarProfiler.EndFastProfile(0);

                // Check if the Prepare call caused the path to complete
                // If this happens the path usually failed
                if (!p.IsDone())
                {
                    //For debug uses, we set the last computed path to p, so we can view debug info on it in the editor (scene view).
                    astar.debugPath = p;

                    //Initialize the path, now ready to begin search
                    AstarProfiler.StartProfile("Path Initialize");
                    p.Initialize();
                    AstarProfiler.EndProfile();

                    //The error can turn up in the Init function
                    while (!p.IsDone())
                    {
                        // Do some work on the path calculation.
                        // The function will return when it has taken too much time
                        // or when it has finished calculation
                        AstarProfiler.StartFastProfile(2);

                        AstarProfiler.StartProfile("Path Calc Step");
                        p.CalculateStep(targetTick);
                        AstarProfiler.EndFastProfile(2);
                        p.searchIterations++;

                        AstarProfiler.EndProfile();

                        // If the path has finished calculation, we can break here directly instead of sleeping
                        // Improves latency
                        if (p.IsDone())
                        {
                            break;
                        }

                        AstarProfiler.EndFastProfile(8);
                        totalTicks += System.DateTime.UtcNow.Ticks - startTicks;
                        // Yield/sleep so other threads can work

                        AstarProfiler.EndProfile();
                        yield return(null);

                        AstarProfiler.StartProfile("Path Calc");

                        startTicks = System.DateTime.UtcNow.Ticks;
                        AstarProfiler.StartFastProfile(8);

                        //Cancel function (and thus the thread) if no more paths should be accepted.
                        //This is done when the A* object is about to be destroyed
                        //The path is returned and then this function will be terminated (see similar IF statement higher up in the function)
                        if (queue.IsTerminating)
                        {
                            p.Error();
                        }

                        targetTick = System.DateTime.UtcNow.Ticks + maxTicks;
                    }

                    totalTicks += System.DateTime.UtcNow.Ticks - startTicks;
                    p.duration  = totalTicks * 0.0001F;
                }

                // Cleans up node tagging and other things
                p.Cleanup();

                AstarProfiler.EndFastProfile(8);

                // Call the immediate callback
                // It needs to be stored in a local variable to avoid race conditions
                var tmpImmediateCallback = p.immediateCallback;
                if (tmpImmediateCallback != null)
                {
                    tmpImmediateCallback(p);
                }

                AstarProfiler.StartFastProfile(13);

                // It needs to be stored in a local variable to avoid race conditions
                var tmpOnPathPostSearch = OnPathPostSearch;
                if (tmpOnPathPostSearch != null)
                {
                    tmpOnPathPostSearch(p);
                }

                AstarProfiler.EndFastProfile(13);

                //Push the path onto the return stack
                //It will be detected by the main Unity thread and returned as fast as possible (the next late update)
                returnQueue.Enqueue(p);

                p.AdvanceState(PathState.ReturnQueue);

                AstarProfiler.EndProfile();

                //Wait a bit if we have calculated a lot of paths
                if (System.DateTime.UtcNow.Ticks > targetTick)
                {
                    yield return(null);

                    targetTick = System.DateTime.UtcNow.Ticks + maxTicks;
                    numPaths   = 0;
                }
            }

            //Debug.LogError ("Error : This part should never be reached");
        }
All Usage Examples Of Pathfinding.Path::IsDone