// Use this for initialization void Awake() { this.draw = false; this.navMesh = NavigationManager.Instance.NavMeshGraphs[0]; this.character = new DynamicCharacter(this.characterAvatar); this.enemies = new List <DynamicCharacter>(); for (int i = 0; i < enemiesAvatar.Length; i++) { DynamicCharacter enemy = new DynamicCharacter(this.enemiesAvatar[i]); DynamicBackAndForth movement = new DynamicBackAndForth() { Character = enemy.KinematicData, MaxAcceleration = 10.0f, StopRadius = 2.0f, SlowRadius = 5.0f, MoveDistance = 25.0f }; movement.CalculatePositions(); enemy.Movement = movement; this.enemies.Add(enemy); } this.aStarPathFinding = new NodeArrayAStarPathFinding(this.navMesh, new EuclideanDistanceHeuristic()); this.aStarPathFinding.NodesPerSearch = 100; }
private void Start() { stoppingDistance = GridMap.instance.GetCellRadius() * stoppingDistanceFactor; savedPath.AddFirst(GridMap.instance.CellCordFromWorldPoint(transform.position)); // in start is the actual position Astar = new AStarPathfinding(AStarPathfinding.UpdateMode.ON_TARGET_OR_ORIGIN_MOVE); }
/// <summary> /// 寻路方法 /// </summary> /// <param name="e">寻路终点</param> public void FindPath(Point e) { Debug.Log("sssss"); if (pathFinding == true) { pathTweener.Kill(); //关闭寻路动画 } Point s = new Point((int)player.transform.position.x, (int)player.transform.position.y); List <Point> pathList = new List <Point>(); if (AStarPathfinding.FindPath(s, e, pathList) == false) { //ani.SetTrigger("Why"); //AudioManager.Instance.PlayClip(AudioManager.Instance.why); return; } ResetTarget(); pathFinding = true; //AudioManager.Instance.PlayClip(AudioManager.Instance.move); //ani.SetBool("Idle", !pathFinding); pathTweener = player.transform.DOPath(pathList.ToVector3Array(), pathList.Count * 0.1f); //走动效果 0.1秒执行一次动画 pathTweener.SetEase(Ease.Linear); //设置运动曲线(线性) pathTweener.onComplete += () => { //动画完成后回调方法 pathFinding = false; // ani.SetBool("Idle", !pathFinding); }; pathTweener.onKill += () => { //关闭动画回调 pathFinding = false; //ani.SetBool("Idle", !pathFinding); }; }
private void AStarSetup() { _aStar = gameObject.GetComponent <AStarPathfinding>(); _aStar.StartPos = new Vector3Int((int)transform.position.x, (int)transform.position.y, (int)transform.position.z); _aStar.GoalPos = new Vector3Int(Mathf.RoundToInt(Target.transform.position.x), Mathf.RoundToInt(Target.transform.position.y), Mathf.RoundToInt(Target.transform.position.z)); _targetPos = _nullVector; // null value }
private void PollInput() { Vector2?prevStart = debugStart; Vector2?prevEnd = debugEnd; if (Input.GetKey(KeyCode.LeftAlt)) { if (Input.GetKeyDown(KeyCode.Mouse0)) { debugStart = Utility.MousePositionInWorld; } if (Input.GetKeyDown(KeyCode.Mouse1)) { debugEnd = Utility.MousePositionInWorld; } } if ((prevStart != debugStart || prevEnd != debugEnd) && (debugStart.HasValue && debugEnd.HasValue)) { AStarPathfinding.GetRawPath(debugStart.Value, debugEnd.Value, true); debugStart = null; debugEnd = null; } }
public void Initialize(NavMeshPathGraph navMeshGraph, AStarPathfinding pathfindingAlgorithm) { this.draw = true; this.navMesh = navMeshGraph; this.AStarPathFinding = pathfindingAlgorithm; this.AStarPathFinding.NodesPerSearch = 100; }
// Use this for initialization void Start() { this.draw = false; this.currentClickNumber = 1; this.navMesh = NavigationManager.Instance.NavMeshGraphs [0]; this.aStarPathFinding = new AStarPathfinding(this.navMesh, new SimpleUnorderedNodeList(), new SimpleUnorderedNodeList(), new ZeroHeuristic()); }
void Start() { spriteRenderer = GetComponent <SpriteRenderer>(); rigidBody2D = GetComponent <Rigidbody2D>(); animator = GetComponent <Animator>(); playerShip = GameObject.Find("PlayerShip"); aStarPathfinding = GetComponent <AStarPathfinding>(); }
public void Initialize(NavMeshPathGraph navMeshGraph, AStarPathfinding pathfindingAlgorithm) { this.draw = false; this.navMesh = navMeshGraph; this.AStarPathFinding = pathfindingAlgorithm; this.AStarPathFinding.NodesPerFrame = 15; }
public void Initialize(NavMeshPathGraph navMeshGraph, AStarPathfinding pathfindingAlgorithm) { this.MCTSActive = true; //change this if you want to try DL-GOAP this.draw = false; this.navMesh = navMeshGraph; this.AStarPathFinding = pathfindingAlgorithm; this.AStarPathFinding.NodesPerSearch = 100; }
public override void Start() { GameManager gm = Object.FindObjectOfType <GameManager>(); ground = gm.GetComponent <GroundGenerator>(); aStar = gm.GetComponent <AStarPathfinding>(); btree = go.GetComponent <BTreeExecutor>().btRuntime; }
public void Initialize(NavMeshPathGraph navMeshGraph, AStarPathfinding pathfindingAlgorithm) { this.draw = true; this.navMesh = navMeshGraph; this.AStarPathFinding = pathfindingAlgorithm; this.AStarPathFinding.NodesPerFrame = 100; //it was NodesPerSearch before this.characterAnimator = this.GetComponentInChildren <Animator> (); }
public override void Start() { gm = Object.FindObjectOfType <GameManager>(); ground = gm.GetComponent <GroundGenerator>(); aStar = gm.GetComponent <AStarPathfinding>(); wanderEditor = editorNode as WanderEditor; btree = go.GetComponent <BTreeExecutor>().btRuntime; btree.btRuntimeParams.boolParams["WanderingEnabled"] = true; }
// Start is called before the first frame update #endregion void Start() { vie = 3; pathfinder = GameObject.Find("PathFindAstar").GetComponent <AStarPathfinding>(); anim = this.GetComponent <Animator>(); astargrid = GameObject.Find("GridAStar").GetComponent <AStarGrid>(); Player = GameObject.Find("Heros").transform; startTime = Time.time; }
public void Initialize(NavMeshPathGraph navMeshGraph, AStarPathfinding pathfindingAlgorithm) { this.draw = true; this.navMesh = navMeshGraph; this.AStarPathfinding = pathfindingAlgorithm; this.AStarPathfinding.NodeLimit = 100; this.characterAnimator = this.GetComponentInChildren <Animator> (); }
// Use this for initialization void Awake() { this.character = new DynamicCharacter(characterAvatar); var clusterGraph = Resources.Load <ClusterGraph>("ClusterGraph"); this.draw = false; this.navMesh = NavigationManager.Instance.NavMeshGraphs[0]; this.AStarPathFinding = new NodeArrayAStarPathFinding(NavigationManager.Instance.NavMeshGraphs[0], new GatewayHeuristic(clusterGraph)); this.AStarPathFinding.NodesPerSearch = 100; }
void Start() { animator = GetComponent <Animator>(); spriteRenderer = GetComponent <SpriteRenderer>(); rigidBody2D = GetComponent <Rigidbody2D>(); playerShip = GameObject.Find("PlayerShip"); animator.enabled = false; randomPos = pickRandPos(); aStarPathfinding = GetComponent <AStarPathfinding>(); }
// Use this for initialization protected virtual void Start() { enemy = GetComponent <Enemy>(); movement = GetComponent <MoveEnemy>(); pathfinding = GetComponent <AStarPathfinding>(); groupable = GetComponent <Groupable>(); playerTransform = GameManager.singleton.Player.transform; movement.ReachedPathEnd += Movement_ReachedPathEnd; }
public void Initialize(NavMeshPathGraph navMeshGraph, AStarPathfinding AStarPathFinding) { this.MCTSActive = true; this.draw = true; this.navMesh = navMeshGraph; this.AStarPathFinding = AStarPathFinding; this.AStarPathFinding.NodesPerFrame = 100; this.characterAnimator = this.GetComponentInChildren <Animator> (); }
void Start() { spriteRenderer = GetComponent <SpriteRenderer>(); animator = GetComponent <Animator>(); rigidBody2D = GetComponent <Rigidbody2D>(); animator.enabled = false; playerShip = FindObjectOfType <PlayerScript>().gameObject; attackPeriod = Random.Range(2f, 6f); aStarPathfinding = GetComponent <AStarPathfinding>(); }
void Start() { spriteRenderer = GetComponent <SpriteRenderer>(); rigidBody2D = GetComponent <Rigidbody2D>(); animator = GetComponent <Animator>(); playerShip = GameObject.Find("PlayerShip"); animator.enabled = false; pickSprite(travelAngle); aStarPathfinding = GetComponent <AStarPathfinding>(); }
// Use this for initialization void Awake() { this.draw = false; this.currentClickNumber = 1; this.navMesh = NavigationManager.Instance.NavMeshGraphs [0]; this.aStarPathFinding = new NodeArrayAStarPathFinding(this.navMesh, new EuclideanHeuristic()); //this.aStarPathFinding = new AStarPathfinding(this.navMesh, new NodePriorityHeap(), new NodeHashmap(), new EuclideanHeuristic()); this.aStarPathFinding.NodesPerSearch = 100; }
private void Start() { playerShip = GameObject.Find("PlayerShip"); spriteRenderer = GetComponent <SpriteRenderer>(); rigidBody2D = GetComponent <Rigidbody2D>(); camera = Camera.main; animator = GetComponent <Animator>(); animator.enabled = false; aStarPathfinding = GetComponent <AStarPathfinding>(); }
public void Initialize(NavMeshPathGraph navMeshGraph, AStarPathfinding pathfindingAlgorithm) { this.draw = false; this.navMesh = navMeshGraph; this.AStarPathFinding = pathfindingAlgorithm; this.AStarPathFinding.NodesPerFrame = 200; this.smoothedPath = new GlobalPath(); }
private void Start() { playerShip = GameObject.Find("PlayerShip"); spriteRenderer = GetComponent <SpriteRenderer>(); rigidBody2D = GetComponent <Rigidbody2D>(); animator = GetComponent <Animator>(); animator.enabled = false; moveTimer = Random.Range(-1f, 0f); aStarPathfinding = GetComponent <AStarPathfinding>(); }
void Start() { hitBox = GetComponent <BoxCollider2D>(); spriteRenderer = GetComponent <SpriteRenderer>(); animator = GetComponent <Animator>(); rigidBody2D = GetComponent <Rigidbody2D>(); animator.enabled = false; playerShip = PlayerProperties.playerShip; damageHitBox.SetActive(false); aStarPathFinding = GetComponent <AStarPathfinding>(); }
void Start() { spriteRenderer = GetComponent <SpriteRenderer>(); animator = GetComponent <Animator>(); boxCol = GetComponent <BoxCollider2D>(); playerShip = GameObject.Find("PlayerShip"); rigidBody2D = GetComponent <Rigidbody2D>(); aStarPathFinding = GetComponent <AStarPathfinding>(); animator.enabled = false; targetPosition = pickRandPos(); offset = Random.Range(0, 2) * 30; }
void Start() { animator = GetComponent <Animator>(); spriteRenderer = GetComponent <SpriteRenderer>(); rigidBody2D = GetComponent <Rigidbody2D>(); playerShip = GameObject.Find("PlayerShip"); animator.enabled = false; randomPos = transform.position; movePeriod = Random.Range(2, 6); attackPeriod = Random.Range(4, 7); aStarPathfinding = GetComponent <AStarPathfinding>(); }
public override void Start() { GameManager gm = Object.FindObjectOfType <GameManager>(); aStar = gm.GetComponent <AStarPathfinding>(); hungerManager = go.GetComponent <HungerManager>(); hideEditor = editorNode as HideEditor; hidingTime = hideEditor.hidingTime; btree = go.GetComponent <BTreeExecutor>().btRuntime; }
// Use this for initialization void Awake() { this.character = new DynamicCharacter(characterAvatar); var clusterGraph = Resources.Load <ClusterGraph>("ClusterGraph"); this.draw = false; this.navMesh = NavigationManager.Instance.NavMeshGraphs[0]; //this.AStarPathFinding = new AStarPathfinding(this.navMesh, new NodePriorityHeap(), new NodeHashTable(), new EuclidianHeuristic()); //this.AStarPathFinding = new NodeArrayAStarPathFinding(this.navMesh, new EuclidianHeuristic()); this.AStarPathFinding = new NodeArrayAStarPathFinding(this.navMesh, new GatewayHeuristic(clusterGraph)); this.AStarPathFinding.NodesPerSearch = 100; }
// Use this for initialization void Awake() { this.draw = false; this.navMesh = NavigationManager.Instance.NavMeshGraphs[0]; this.character = new DynamicCharacter(this.characterAvatar) { Drag = DRAG, MaxSpeed = MAX_SPEED }; aStarPathFinding = new NodeArrayAStarPathFinding(this.navMesh, new EuclideanDistanceHeuristic()); aStarPathFinding.NodesPerSearch = 100; }
// Use this for initialization void Awake() { this.draw = false; this.currentClickNumber = 1; this.navMesh = NavigationManager.Instance.NavMeshGraphs [0]; this.aStarPathFinding = new NodeArrayAStarPathFinding(this.navMesh,new ZeroHeuristic()); //this.aStarPathFinding = new AStarPathfinding(this.navMesh, new NodePriorityHeap(), new DictionaryData(), new ZeroHeuristic()); this.aStarPathFinding.NodesPerSearch = 100; }
// Update is called once per frame void Update() { // NavigationGraphNode node; if (Input.GetKeyDown("z")) { this.aStarPathFinding = aStarPathFindingZero; currentAStar = "A* Zero Heuristic"; } else if (Input.GetKeyDown("x")) { this.aStarPathFinding = aStarPathFindingEuclidean; currentAStar = "A* Euclidean Distance"; } else if (Input.GetKeyDown("c")) { this.aStarPathFinding = aStarPathFindingGBZero; currentAStar = "A* GoalBounding Zero Heuristic"; } if (Input.GetKeyDown("v")) { this.aStarPathFinding = aStarPathFindingGBEuclidean; currentAStar = "A* GoalBounding Euclidean Distance"; } if (Input.GetMouseButtonDown(0)) { //if there is a valid position if (this.MouseClickPosition(out position)) { //we're setting the end point //this is just a small adjustment to better see the debug sphere this.endDebugSphere.transform.position = position + Vector3.up; this.endDebugSphere.SetActive(true); //this.currentClickNumber = 1; this.endPosition = position; this.draw = true; //initialize the search algorithm this.aStarPathFinding.InitializePathfindingSearch(this.character.KinematicData.position, this.endPosition); } } if (Input.GetKeyDown("space")) { //we're setting the end point //this is just a small adjustment to better see the debug sphere this.endDebugSphere.transform.position = position + Vector3.up; this.endDebugSphere.SetActive(true); //this.currentClickNumber = 1; this.endPosition = position; this.draw = true; //initialize the search algorithm this.aStarPathFinding.InitializePathfindingSearch(this.character.KinematicData.position, this.endPosition); } //call the pathfinding method if the user specified a new goal if (this.aStarPathFinding.InProgress) { var finished = this.aStarPathFinding.Search(out this.currentSolution); if (finished && this.currentSolution != null) { //lets smooth out the Path this.startPosition = this.character.KinematicData.position; this.currentSmoothedSolution = StringPullingPathSmoothing.SmoothPath(this.character.KinematicData, this.currentSolution); this.currentSmoothedSolution.CalculateLocalPathsFromPathPositions(this.character.KinematicData.position); this.character.Movement = new DynamicFollowPath(this.character.KinematicData, this.currentSmoothedSolution) { MaxAcceleration = 40.0f, PathOffset = 0.1f, MovementDebugColor = Color.blue }; } } this.character.Update(); }
// Use this for initialization void Awake() { this.draw = false; this.navMesh = NavigationManager.Instance.NavMeshGraphs[0]; this.character = new DynamicCharacter(this.characterAvatar); this.character.Drag = 0.3f; StringPullingPathSmoothing.MinWidth = 0.1f; this.aStarPathFindingEuclidean = new NodeArrayAStarPathFinding(this.navMesh, new EuclideanDistanceHeuristic()); this.aStarPathFindingGBEuclidean = new GoalBoundingNodeArrayAStarPathFinding(this.navMesh, new EuclideanDistanceHeuristic()); this.aStarPathFindingZero = new NodeArrayAStarPathFinding(this.navMesh, new ZeroHeuristic()); this.aStarPathFindingGBZero = new GoalBoundingNodeArrayAStarPathFinding(this.navMesh, new ZeroHeuristic()); this.aStarPathFindingEuclidean.NodesPerSearch = 100; this.aStarPathFindingZero.NodesPerSearch = 100; this.aStarPathFindingGBEuclidean.NodesPerSearch = 100; this.aStarPathFindingGBEuclidean.NodesPerSearch = 100; //default this.aStarPathFinding = this.aStarPathFindingGBEuclidean; currentAStar = "A* GoalBounding Euclidean Distance"; }
// Use this for initialization void Start() { this.draw = false; this.currentClickNumber = 1; this.navMesh = NavigationManager.Instance.NavMeshGraphs [0]; IHeuristic heuristic = null; switch (Heuristic) { case HeuristicType.Zero: heuristic = new ZeroHeuristic(); break; case HeuristicType.Euclidean: heuristic = new EuclideanHeuristic(); break; default: break; } this.aStarPathFinding = new AStarPathfinding(this.navMesh, new SimpleUnorderedNodeList(), new HashTableNodeList(), heuristic); }
void Awake() { instance = this; pathfinding = GetComponent<AStarPathfinding>(); }
// Use this for initialization void Awake() { this.draw = false; this.navMesh = NavigationManager.Instance.NavMeshGraphs [0]; this.character = new DynamicCharacter(this.characterAvatar); this.character.Drag = 0.5f; StringPullingPathSmoothing.MinWidth = 0.1f; this.aStarPathFinding = new NodeArrayAStarPathFinding(this.navMesh, new EuclideanHeuristic()); //this.aStarPathFinding = new AStarPathfinding(this.navMesh, new SimpleUnorderedNodeList(), new SimpleUnorderedNodeList(), new EuclideanDistanceHeuristic()); this.aStarPathFinding.NodesPerSearch = 100; }
void Awake() { movement = GetComponent<Movement> (); Pathfinding = GetComponent<AStarPathfinding> (); }
// Use this for initialization void Awake() { this.draw = false; this.navMesh = NavigationManager.Instance.NavMeshGraphs[0]; this.character = new DynamicCharacter(this.characterAvatar); this.enemies = new List<DynamicCharacter>(); for (int i = 0; i < enemiesAvatar.Length; i++) { DynamicCharacter enemy = new DynamicCharacter(this.enemiesAvatar[i]); DynamicBackAndForth movement = new DynamicBackAndForth() { Character = enemy.KinematicData, MaxAcceleration = 10.0f, StopRadius = 2.0f, SlowRadius = 5.0f, MoveDistance = 25.0f }; movement.CalculatePositions(); enemy.Movement = movement; this.enemies.Add(enemy); } this.aStarPathFinding = new NodeArrayAStarPathFinding(this.navMesh, new EuclideanDistanceHeuristic()); this.aStarPathFinding.NodesPerSearch = 100; }
// Use this for initialization void Start() { this.draw = false; this.currentClickNumber = 1; this.navMesh = NavigationManager.Instance.NavMeshGraphs [0]; this.aStarPathFinding = new AStarPathfinding(this.navMesh, new SimpleUnorderedNodeList(), new DictionaryData(), new ZeroHeuristic()); }
// Use this for initialization void Awake() { this.draw = false; this.currentClickNumber = 1; this.navMesh = NavigationManager.Instance.NavMeshGraphs [0]; this.aStarPathFinding = new NodeArrayAStarPathFinding(this.navMesh, new EuclideanHeuristic()); //this.aStarPathFinding = new AStarPathfinding(this.navMesh, new RightPriorityList(), new HashTableNodeList(), new EuclideanHeuristic()); this.aStarPathFinding.NodesPerSearch = 50; }