public override void OnInspectorGUI()
    {
        DrawDefaultInspector();

        foreach (var targ in targets.Cast <GridManager>())
        {
            var grid = targ.Grid;

            if (GUILayout.Button("Generate Grid") || grid == null)
            {
                targ.BuildGrid();
            }

            if (GUILayout.Button("Update Edges") || grid == null)
            {
                NavMeshExtensions.CalculateEdges(UnityEngine.AI.NavMesh.CalculateTriangulation());
                SceneView.RepaintAll();
            }

            if (grid != null)
            {
                GUILayout.Label($"Nodes: {grid.InnerGrid.Length}");
                GUILayout.Label($"InnerArraySize: {grid.InnerGrid.Length}");
            }
        }
    }
 private void EnsureDestroyed()
 {
     Grid?.Dispose();
     NavMeshExtensions.Dispose();
 }
Exemple #3
0
    private void Update()
    {
        if (!agent.pathPending && !busy)
        {
            // Has arrived at task
            if (agent.remainingDistance <= agent.stoppingDistance && agent.hasPath)
            {
                if (currentTask != null)
                {
                    Debug.Log(currentTask.id);
                    Debug.Log(currentTask.target);
                    transform.LookAt(currentTask.target.transform);

                    // Double check the task hasn't become invalid since (or removed).
                    // Bear in mind, this could happen at any point so to avoid pointless
                    // running, perhaps do a lazy task check pulse thing instead.
                    if (queue.GetTaskById(currentTask.id) != null)
                    {
                        StartCoroutine(SimulateTaskWait(currentTask));
                    }
                    else
                    {
                        currentTask = null;
                    }
                }
                else
                {
                    // Must be wandering...
                    StartCoroutine("JustIdle");
                }
            }

            // If wandering and a new task arrives (this would be better on a lazy check as mentioned elsewhere)

            /* Broken
             * if(busy && currentTask == null)
             * {
             *  StopCoroutine("JustIdle");
             *  busy = false;
             * }*/

            // BUG: When selecting things in quick succession, the agent gives up and stops all of it's movement.

            // Looks for new task (might be better as a state)
            //if (agent.remainingDistance <= agent.stoppingDistance)
            //{
            if (!agent.hasPath)     // || agent.velocity.sqrMagnitude == 0f
            {
                var taskQuery = queue.GetNextTaskExcluding(invalidTasks);

                if (taskQuery == null)
                {
                    var randomPos = NavMeshExtensions.GetRandomPoint(transform.position, 4f);
                    agent.SetDestination(randomPos);
                    return;
                }

                // What sort of tile is it
                if (taskQuery.tileType == TILE_TYPE.DIGGABLE)
                {
                    var digNodes = taskQuery.target.GetComponent <Wall>()
                                   .digNodes;

                    NavMeshPath path = new NavMeshPath();

                    foreach (Transform digNode in digNodes)
                    {
                        var calc = agent.CalculatePath(digNode.transform.position, path);

                        if (path.status == NavMeshPathStatus.PathComplete)
                        {
                            currentTask = taskQuery;
                            agent.SetDestination(digNode.transform.position);
                            break;
                        }
                    }

                    if (currentTask == null)
                    {
                        invalidTasks.Add(taskQuery.id);
                    }
                }
            }
            //}
        }
    }