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Question by unity_qyNAJ9CdbDf9rw · Nov 04, 2020 at 07:36 AM · pathfindingturn-based

The nearest to the end point walkable node with A* Pathfinding!

Hi!

I am using A* astarpath for my turn-base game.

I am using the ITraversalProvider interface in my turn-based game. So far it’s great help. However, when I am trying to search for a path to a walkable node that is blocked via ITraversalProvider , it returns an empty array. Shouldn’t it look for an alternative path instead? (to a closest walkable node on graph)

So the question is, how can I get the path to the nearest available (walkable) node on graph while still using ITraversalProvider blocking system? I love it and would like to keep the functionality.

This is my solution from reading other topic of same problem, but it does’t work.

Thank you.

Example of requesting path:

 public class MyNNConstraint : PathNNConstraint {
     public override bool Suitable (GraphNode node) {
         return base.Suitable(node);
     }
 }
 
 void getPath
 {
     Path p = ABPath.Construct(start, end, null);
     p.traversalProvider = mytraversalProvider ;
     MyNNConstraint MyNNconstraint = new MyNNConstraint();
      p.nnConstraint = MyNNconstraint ;
      seeker.Startpath(p);
 }
 

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