void OnMapReset() { if (openHeap == null) { openHeap = new NodeHeap(); } openHeap.InitHeap(navMesh.nodes); readyToPathfind = true; }
void Start() { nodes = new Heap <NodeHeap> (); GameObject nodeGo = (GameObject)Instantiate(nodeprefab); NodeHeap node = nodeGo.GetComponent <NodeVisual> ().node; node.g = nodeGo; nodes.Add(node); node.Position = Vector3.zero; }
// Start is called before the first frame update void Start() { navMesh = GetComponent <NavMesh3>(); moves = new List <Vector3>(); smoothMoves = new List <Vector3>(); roughMoves = new List <Vector3>(); funneledMoves = new List <Vector3>(); if (openHeap == null) { openHeap = new NodeHeap(); } if (navMesh != null && navMesh.nodes != null) { openHeap.InitHeap(navMesh.nodes); readyToPathfind = true; } }
void Update() { if (Input.GetMouseButtonDown(0)) { Vector3 inputPos = Camera.main.ScreenToWorldPoint(Input.mousePosition); inputPos.z = 0; RaycastHit2D hit = Physics2D.Raycast(inputPos, Vector3.zero, int.MaxValue); if (hit) { hit.transform.GetComponent <NodeVisual> ().node.nodeValue = Random.Range(0, 100); hit.transform.GetComponentInChildren <TextMesh> ().text = hit.transform.GetComponent <NodeVisual> ().node.nodeValue.ToString(); nodes.UpdateItem(hit.transform.GetComponent <NodeVisual> ().node); } else { GameObject nodeGo = (GameObject)Instantiate(nodeprefab); NodeHeap node = nodeGo.GetComponent <NodeVisual> ().node; node.g = nodeGo; nodes.Add(node); } foreach (NodeHeap n in nodes) { n.g.transform.position = n.Position; } } if (Input.GetKeyDown(KeyCode.Space)) { NodeHeap removingNode = nodes.RemoveFirst(); Destroy(removingNode.g); foreach (NodeHeap n in nodes) { n.g.transform.position = n.Position; } } }
public List <Vector3> FindPath(Node deptNode, Node destNode) { NodeHeap openHeap = new NodeHeap(); HashSet <Node> closedSet = new HashSet <Node>(); openHeap.Add(deptNode); deptNode.fromCost = deptNode.toCost = 0; deptNode.from = destNode.from = null; while (openHeap.Count > 0) { Node nodeToVisit = openHeap.Pop(); closedSet.Add(nodeToVisit); if (nodeToVisit == destNode) { break; } foreach (var adjacent in GetAdjacents(nodeToVisit)) { if (closedSet.Contains(adjacent)) { continue; } Node fromNode = null; if (nodeToVisit.from != null && nodeToVisit.from.IsLineOfSight(adjacent)) { fromNode = nodeToVisit.from; } else { fromNode = nodeToVisit; } int toAdjacentCost = fromNode.toCost + PredictDistanceCost(fromNode, adjacent); if (!openHeap.Contains(adjacent) || toAdjacentCost < adjacent.toCost) { adjacent.toCost = toAdjacentCost; adjacent.fromCost = PredictDistanceCost(adjacent, destNode); adjacent.from = fromNode; if (openHeap.Contains(adjacent)) { openHeap.UpdateItem(adjacent); } else { openHeap.Add(adjacent); } } } } List <Node> path = new List <Node>(); if (destNode.from != null) { Node currentNode = destNode; while (currentNode != null) { path.Add(currentNode); currentNode = currentNode.from; } path.Reverse(); } // PS // SmoothingPath(path); List <Vector3> positionPath = new List <Vector3>(); // Visit departure node looks wired when path is changed // Skip first(departure) node for (int i = 1; i < path.Count; i++) { positionPath.Add(path[i].tile.transform.position); } return(positionPath); }
void Awake() { node = new NodeHeap(); GetComponentInChildren <TextMesh> ().text = node.nodeValue.ToString(); }
IEnumerator FindPath(Vector3 startPos, Vector3 targetPos, NodeGrid grid) { Vector3[] waypoints = new Vector3[0]; bool pathSucces = false; if (grid != null) { Node startNode = grid.GetNodeFromWorldPoint(startPos); Node targetNode = grid.GetNodeFromWorldPoint(targetPos); if (/*startNode.walkable && */ targetNode.walkable) { NodeHeap openSet = new NodeHeap(grid.MaxSize); HashSet <Node> closedSet = new HashSet <Node>(); openSet.Add(startNode); while (openSet.Count > 0) { Node currentNode = openSet.RemoveFirst(); closedSet.Add(currentNode); if (currentNode == targetNode) { pathSucces = true; break; } foreach (Node neighbour in grid.GetNeighbours(currentNode)) { if (!neighbour.walkable || closedSet.Contains(neighbour)) { continue; } int newCostToNeighbour = currentNode.gCost + GetDistance(currentNode, neighbour); if (newCostToNeighbour < neighbour.gCost || !openSet.Contains(neighbour)) { neighbour.gCost = newCostToNeighbour; neighbour.hCost = GetDistance(neighbour, targetNode); neighbour.parent = currentNode; if (!openSet.Contains(neighbour)) { openSet.Add(neighbour); } else { openSet.UpdateItem(neighbour); } } } } } yield return(null); if (pathSucces) { waypoints = RetracePath(startNode, targetNode, grid); pathSucces = (waypoints.Length > 0); } requestManager.FinishProcessingPath(waypoints, pathSucces); } }