Example #1
0
    //Post process the grid
    public void ProcessGrid(BuildGraph builder)
    {
        //Make a list of nodes to flag as unwalkable
        //we can't immediately update them or the
        //whole thing would go horribly wrong as it
        //scanned its own output!
        var unwalkable = new List <BuildGraph.GridPosition>();

        //Run through the grid
        for (var x = 0; x < builder.width; x++)
        {
            for (var y = 0; y < builder.height; y++)
            {
                //Get a current position
                var currentPosition = new BuildGraph.GridPosition {
                    x = x, y = y
                };
                //Get all of the neighbours within 2 grid units and see if any
                //of them are not walkable
                if (builder.GetNeighbours(currentPosition, 2).Select(cell => builder.GetCell(cell)).Any(gc => !gc.walkable))
                {
                    //If so add this cell to the unwalkable
                    //list
                    unwalkable.Add(currentPosition);
                }
            }
        }
        //Update the map
        foreach (var unwalk in unwalkable)
        {
            builder.GetCell(unwalk).walkable = false;
        }
    }
Example #2
0
 //Post process the grid
 public void ProcessGrid(BuildGraph builder)
 {
     //Make a list of nodes to flag as unwalkable
     //we can't immediately update them or the
     //whole thing would go horribly wrong as it
     //scanned its own output!
     var unwalkable = new List<BuildGraph.GridPosition>();
     //Run through the grid
     for(var x = 0; x < builder.width; x ++)
     {
         for(var y = 0; y < builder.height; y++)
         {
             //Get a current position
             var currentPosition = new BuildGraph.GridPosition { x = x, y = y };
             //Get all of the neighbours within 2 grid units and see if any
             //of them are not walkable
             if(builder.GetNeighbours(currentPosition, 2).Select(cell=>builder.GetCell(cell)).Any(gc=>!gc.walkable))
             {
                 //If so add this cell to the unwalkable
                 //list
                 unwalkable.Add(currentPosition);
             }
         }
     }
     //Update the map
     foreach(var unwalk in unwalkable)
     {
         builder.GetCell(unwalk).walkable = false;
     }
 }
 public void ProcessGrid(BuildGraph builder)
 {
     var grid = builder.cells.Get<PinchPointGrid>();
     var points = new List<PinchInfo>();
     grid.cells = new int[builder.width, builder.height];
     foreach(var cell in builder.allWalkableCells)
     {
         grid.cells[cell.x, cell.y] = builder.GetNeighbours(cell, 10).Count(c=>!builder.GetCell(c).walkable);
         points.Add(new PinchInfo {
                                      pinch = grid.cells[cell.x, cell.y],
                                      position = cell
                                  });
     }
     grid.pinchPoints = points.OrderByDescending(p => p.pinch).GroupBy(p=>Mathf.FloorToInt(p.position.x/20) + Mathf.FloorToInt(p.position.y/20)*2000).Select(grp=>grp.First()).Select(p => p.position).Take(20).ToList();
 }
Example #4
0
    public void ProcessGrid(BuildGraph builder)
    {
        var grid   = builder.cells.Get <PinchPointGrid>();
        var points = new List <PinchInfo>();

        grid.cells = new int[builder.width, builder.height];
        foreach (var cell in builder.allWalkableCells)
        {
            grid.cells[cell.x, cell.y] = builder.GetNeighbours(cell, 10).Count(c => !builder.GetCell(c).walkable);
            points.Add(new PinchInfo {
                pinch    = grid.cells[cell.x, cell.y],
                position = cell
            });
        }
        grid.pinchPoints = points.OrderByDescending(p => p.pinch).GroupBy(p => Mathf.FloorToInt(p.position.x / 20) + Mathf.FloorToInt(p.position.y / 20) * 2000).Select(grp => grp.First()).Select(p => p.position).Take(20).ToList();
    }