Example #1
0
    public IEnumerator Astar_timer()
    {
        yield return(new WaitForSeconds(3));

        AstarManager.Astar_Animation();
        Arrow.Ai_turn = true;
    }
Example #2
0
        private void PathFinding(GameTime gameTime, SimpleTileLayer layer, string UnitID, List <Sentry> Units)
        {
            #region Calculate Location
            if (updateTime > UPDATE_TIME_MAX) // Check every millisecond.
            {
                astarThreadWorker = null;
                AstarManager.AddNewThreadWorker(
                    new Node(new Vector2(
                                 (int)(PixelPosition.X / FrameWidth),
                                 (int)(PixelPosition.Y / FrameHeight))),
                    new Node(new Vector2(
                                 (int)(Target.X) / FrameWidth,
                                 (int)(Target.Y) / FrameHeight)),
                    Game, layer, false, UnitID);
                updateTime = 0f;
            }
            else
            {
                updateTime += (float)gameTime.ElapsedGameTime.TotalSeconds;
            }
            #endregion

            AstarManager.AstarThreadWorkerResults.TryPeek(out astarThreadWorkerTemp);

            #region Add Location to WayPoints
            if (astarThreadWorkerTemp != null)
            {
                if (astarThreadWorkerTemp.WorkerIDNumber == UnitID)
                {
                    AstarManager.AstarThreadWorkerResults.TryDequeue(out astarThreadWorker);

                    if (astarThreadWorker != null)
                    {
                        wayPoint = new WayPoint();

                        WayPointsList = astarThreadWorker.astar.GetFinalPath();

                        for (int i = 0; i < WayPointsList.Count; i++)
                        {
                            WayPointsList[i] = new Vector2(
                                WayPointsList[i].X * FrameWidth,
                                WayPointsList[i].Y * FrameHeight);
                        }
                    }
                }
            }
            #endregion

            #region Avoid Obstacles and Move to Target
            if (WayPointsList.Count > 0)
            {
                Avoidance(gameTime, UnitID);
                wayPoint.MoveTo(gameTime, this, WayPointsList);
            }
            #endregion
        }
Example #3
0
    private void Awake()
    {
        DontDestroyOnLoad(this.gameObject);
        if (instacne == null)
        {
            instacne = this;
        }

        resultX = new int[Width * Height];
        resultY = new int[Width * Height];
    }
        void Astar(GameTime gameTime, MouseRectangle mouseRectangle, Map map, int UnitID, List <Unit> Units)
        {
            if (MouseCursor.CurrentMouseState.RightButton == ButtonState.Pressed && MouseCursor.LastMouseState.RightButton == ButtonState.Released && UnitState == State.Selected)
            {
                astarThreadWorker = null;
                AstarManager.AddNewThreadWorker(new Node(new Vector2((int)Position.X / 16, (int)Position.Y / 16)),
                                                new Node(new Vector2((int)MouseCursor.CurrentMouseState.X / 16, (int)MouseCursor.CurrentMouseState.Y / 16)), map, false, UnitID);
            }

            AstarManager.AstarThreadWorkerResults.TryPeek(out astarThreadWorkerTemp);

            if (astarThreadWorkerTemp != null)
            {
                if (astarThreadWorkerTemp.WorkerIDNumber == UnitID)
                {
                    AstarManager.AstarThreadWorkerResults.TryDequeue(out astarThreadWorker);

                    if (astarThreadWorker != null)
                    {
                        wayPoint = new WayPoint();

                        WayPointsList = astarThreadWorker.astar.GetFinalPath();

                        for (int i = 0; i < WayPointsList.Count; i++)
                        {
                            WayPointsList[i] = new Vector2(WayPointsList[i].X * 16, WayPointsList[i].Y * 16);
                        }
                    }
                }
            }

            if (WayPointsList.Count > 0)
            {
                Avoidence(gameTime, Units, UnitID);
                wayPoint.MoveTo(gameTime, this, WayPointsList, Speed);
            }
        }