Beispiel #1
0
    void Update()
    {
        if (state != State.CalculatePath2 && state != State.ShowPath && state != State.None)
        {
            if (calculatePathCoroutine != null)
            {
                StopCoroutine(calculatePathCoroutine);
                calculatePathCoroutine = null;
            }
        }
        switch (state)
        {
        case State.CalculatePath:
            groundGrid.HidePath();
            outPath.Clear();
            finishedCalculatingPath = false;
            state = State.CalculatePath2;
            break;

        case State.CalculatePath2:
            if (useRRT)
            {
                if (calculatePathCoroutine == null)
                {
                    calculatePathCoroutine = PathPlanner.RRT(groundGrid.GetStartNodeIndex(), groundGrid.GetEndNodeIndex(), groundGrid, actor, outPath);
                    StartCoroutine(calculatePathCoroutine);
                }
                state = State.ShowPath;
            }
            else
            {
                if (calculatePathCoroutine == null)
                {
                    calculatePathCoroutine = PathPlanner.A_Star(groundGrid.GetStartNodeIndex(), groundGrid.GetEndNodeIndex(), groundGrid, outPath);
                    StartCoroutine(calculatePathCoroutine);
                }
                state = State.ShowPath;
            }
            break;

        case State.ShowPath:
            if (outPath.Count > 0)
            {
                finishedCalculatingPath  = true;
                actor.transform.position = groundGrid.GetNodePosition(outPath.ElementAt(0));
                actor.waypoints.Clear();
                foreach (int item in outPath)
                {
                    actor.waypoints.Add(new Actor.Waypoint(groundGrid.GetNodePosition(item), Quaternion.Euler(0, 0, 0)));
                }
                state = State.None;
            }
            else if (finishedCalculatingPath)
            {
                finishedCalculatingPath = false;
                state = State.None;
            }
            break;

        case State.RegenerateObstacles:
            groundGrid.ResetPath();
            state = State.RegenerateObstacles2;
            break;

        case State.RegenerateObstacles2:
            obstacleManager.ResetObstacles();
            state = State.RegenerateObstacles3;
            break;

        case State.CreateObstacles:
        case State.RegenerateObstacles3:
            obstacleManager.CreateObstacles();
            state = State.CalculateObstacleCollisions;
            break;

        case State.RegenerateGrid:
            groundGrid.CreateGrid((int)ResolutionSlider.value, (int)ResolutionSlider.value);
            state = State.CalculateObstacleCollisions;
            break;

        case State.CalculateObstacleCollisions:
            groundGrid.UpdateObstacleCollisions(useZones);
            state = State.None;
            break;

        case State.None:
            LoadingText.SetActive(false);
            break;

        default:
            LoadingText.SetActive(false);
            break;
        }

        if (Input.GetKeyDown(KeyCode.Escape))
        {
            Application.Quit();
        }
        else if (Input.GetKeyDown(KeyCode.R))
        {
            actor.transform.position = new Vector3(10000, 0, 0);
            actor.waypoints.Clear();
            state = State.RegenerateObstacles;
            LoadingText.SetActive(true);
        }
        else if (Input.GetMouseButtonDown(0))
        {
            if (Input.GetKey(KeyCode.LeftAlt) || Input.GetKey(KeyCode.RightAlt))
            {
                //Create obstacle
                RaycastHit hit;
                Ray        ray = Camera.main.ScreenPointToRay(Input.mousePosition);
                if (Physics.Raycast(ray, out hit, Mathf.Infinity, 1 << LayerMask.NameToLayer("Node")))
                {
                    groundGrid.ResetPath();
                    obstacleManager.CreateObstacle(hit.point);
                    actor.transform.position = new Vector3(10000, 0, 0);
                    actor.waypoints.Clear();
                    state = State.CalculateObstacleCollisions;
                    LoadingText.SetActive(true);
                }
            }
            else
            {
                state = State.None;
                //Set start node
                RaycastHit hit;
                Ray        ray = Camera.main.ScreenPointToRay(Input.mousePosition);
                if (Physics.Raycast(ray, out hit, Mathf.Infinity, 1 << LayerMask.NameToLayer("Node")))
                {
                    Node collidedNode = hit.collider.GetComponent <Node>();
                    if (!collidedNode.IsOccupied() && collidedNode != groundGrid.startNode && collidedNode != groundGrid.endNode)
                    {
                        groundGrid.StartSprite.transform.position = new Vector3(collidedNode.transform.position.x, groundGrid.StartSprite.transform.position.y, collidedNode.transform.position.z);
                        groundGrid.startNode     = collidedNode;
                        actor.transform.position = new Vector3(10000, 0, 0);
                        actor.waypoints.Clear();
                        if (groundGrid.startNode != null && groundGrid.endNode != null)
                        {
                            actor.transform.position = groundGrid.StartSprite.transform.position;
                            state = State.CalculatePath;
                            LoadingText.SetActive(true);
                        }
                    }
                }
            }
        }
        else if (Input.GetMouseButtonDown(1))
        {
            state = State.None;
            //Set end node
            RaycastHit hit;
            Ray        ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            if (Physics.Raycast(ray, out hit, Mathf.Infinity, 1 << LayerMask.NameToLayer("Node")))
            {
                Node collidedNode = hit.collider.GetComponent <Node>();
                if (!collidedNode.IsOccupied() && collidedNode != groundGrid.startNode && collidedNode != groundGrid.endNode)
                {
                    groundGrid.EndSprite.transform.position = new Vector3(collidedNode.transform.position.x, groundGrid.EndSprite.transform.position.y, collidedNode.transform.position.z);
                    groundGrid.endNode       = collidedNode;
                    actor.transform.position = new Vector3(10000, 0, 0);
                    actor.waypoints.Clear();
                    if (groundGrid.startNode != null && groundGrid.endNode != null)
                    {
                        actor.transform.position = groundGrid.StartSprite.transform.position;
                        state = State.CalculatePath;
                        LoadingText.SetActive(true);
                    }
                }
            }
        }
    }