/// <summary>
        /// Finds a path from the start point to the end point and loads it into the corridor.
        /// </summary>
        /// <remarks>
        /// <para>
        /// <b>Warning</b>: The corridor must be available before calling this method.
        /// </para>
        /// <para>
        /// The input points are all expected to be valid. (E.g. polyRef != 0)
        /// </para>
        /// </remarks>
        /// <param name="start">
        /// A valid navigation mesh point representing the start of the path.
        /// </param>
        /// <param name="end">
        /// A valid navigation mesh point representing the end of the path.
        /// </param>
        /// <returns>The length of the path, or -1 on failure.</returns>
        public int PlanCorridor(NavmeshPoint start, NavmeshPoint end)
        {
            // Note: Don't try to re-use the current corridor.  Unlike
            // paths, the corridor is more likely to become malformed
            // over time.

            int pathCount;

            if (start.polyRef == 0 || end.polyRef == 0 || corridor == null)
            {
                return(-1);
            }

            if (start.polyRef == end.polyRef)
            {
                corridor.Reset(start);
                corridor.MoveTarget(end.point);
                data.navStatus = NavStatus.Sucess;
                return(1);
            }
            else
            {
                data.navStatus = navGroup.query.FindPath(start
                                                         , end
                                                         , navGroup.filter
                                                         , agentGroup.pathBuffer
                                                         , out pathCount);
            }

            corridor.Reset(start);

            if (pathCount > 0)
            {
                corridor.SetCorridor(end.point
                                     , agentGroup.pathBuffer
                                     , pathCount);
            }

            return(pathCount);
        }
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        //寻找路线:查找从起点到终点的路径,并将其加载到道路中
        public int PlanCorridor(NavmeshPoint start, NavmeshPoint end)
        {
            //原作标识:不要尝试重用corridor,这个东西有更多的可能性变得很畸形

            int pathCount;

            //如果点不可用就会直接失败
            if (start.polyRef == 0 || end.polyRef == 0 || corridor == null)
            {
                return(-1);
            }

            //如果相同点直接结束,navStatus更新
            if (start.polyRef == end.polyRef)
            {
                corridor.Reset(start);
                corridor.MoveTarget(end.point);
                navStatus = NavStatus.Sucess;
                return(1);
            }
            else
            {
                //调用NavmeshQuery的方法进行寻路,然后内部走NavmeshQueryEx类调用dll
                //最后初步猜测调用Detour的DetourNavMeshQuery(有待考证)
                navStatus = navGroup.query.FindPath(start, end, navGroup.filter, agentGroup.pathBuffer, out pathCount);
            }

            corridor.Reset(start);

            if (pathCount > 0)
            {
                corridor.SetCorridor(end.point, agentGroup.pathBuffer, pathCount);
            }

            return(pathCount);
        }
    private void HandlePathBufferResize()
    {
        mCorridor = new PathCorridor(
            mPath.MaxElementCount, mCornerPolys.MaxElementCount, mGroup.query, mGroup.filter);

        mCorridorData = new PathCorridorData(mPath.MaxElementCount);

        if (mPathEnd.polyRef != 0)
        {
            FindPath();
        }
        else if (mPathStart.polyRef != 0)
        {
            mCorridor.Reset(mPathStart);
        }
    }
    private void HandleHit(RaycastHit hit)
    {
        if (Input.GetKeyDown(StdButtons.SelectA))
        {
            if (mPathStart.polyRef == 0 || mPathEnd.polyRef == 0)
            {
                NavmeshPoint point = GetNavmeshPoint(hit.point);
                if (point.polyRef == 0)
                {
                    return;
                }

                if (mPathStart.polyRef == 0)
                {
                    mPathStart = point;
                    mCorridor.Reset(mPathStart);
                    return;
                }
                else
                {
                    mPathEnd = point;
                    FindPath();
                    return;
                }
            }
            else if (mPathCount > 0)
            {
                mCorridor.MovePosition(hit.point);
                return;
            }
        }
        else if (mPathCount > 0)
        {
            if (Input.GetKeyDown(StdButtons.SelectB))
            {
                mCorridor.MoveTarget(hit.point);
                return;
            }
            else if (Input.GetKeyDown(StdButtons.SetA))
            {
                NavmeshPoint point = GetNavmeshPoint(hit.point);
                if (point.polyRef != 0)
                {
                    mPathEnd = point;
                    FindPath();
                }
                return;
            }
            else if (Input.GetKeyDown(StdButtons.SetB))
            {
                NavmeshPoint point = GetNavmeshPoint(hit.point);
                if (point.polyRef != 0)
                {
                    mPathStart = point;
                    FindPath();
                }
                return;
            }
            else if (Input.GetKeyDown(StdButtons.SetC))
            {
                NavmeshPoint point = GetNavmeshPoint(hit.point);
                if (point.polyRef != 0)
                {
                    mCorridor.OptimizePathVisibility(point.point, optimizationRange, true);
                    mOptimizeStart = mCorridor.Position.point;
                    mOptimizeEnd   = point.point;
                    mOptimizeTimer = TimerLength;
                }
            }
        }
    }