Exemple #1
0
    public bool CheckRoadsAroundExist(Vector2Int currTile)
    {
        RoadManager roadManager = MapManager.GetInstance().GetRoadManager();

        if (roadManager == null)
        {
            return(false);
        }

        return(roadManager.CheckMapAvailability(currTile + new Vector2Int(0, 1)) ||
               roadManager.CheckMapAvailability(currTile + new Vector2Int(0, -1)) ||
               roadManager.CheckMapAvailability(currTile + new Vector2Int(1, 0)) ||
               roadManager.CheckMapAvailability(currTile + new Vector2Int(-1, 0)));
    }
Exemple #2
0
    public bool CheckRoadPathExists()
    {
        RoadManager roadManager = MapManager.GetInstance().GetRoadManager();

        if (roadManager != null)
        {
            //check if curr or next road still exist, or if theres any roads around
            if (!CheckRoadsAroundExist(m_CurrentTile) || !roadManager.CheckMapAvailability(m_CurrentTile) || !roadManager.CheckMapAvailability(m_NextTile))
            {
                return(false); //road doesnt exist
            }
        }

        return(true);
    }
Exemple #3
0
    public void Init(Vector2Int currentTilePos, AnimatorOverrideController animator = null)
    {
        m_CurrentTile = currentTilePos;

        //check if theres anything around, if no road start despawning, this is to prevent infinite loop
        RoadManager roadManager = MapManager.GetInstance().GetRoadManager();

        if (!CheckRoadsAroundExist(m_CurrentTile) || !roadManager.CheckMapAvailability(m_CurrentTile))
        {
            gameObject.SetActive(false);
            return;
        }

        //get the speed and set the animation speed accordingly
        m_Speed             = Random.Range(m_MinMaxSpeed.x, m_MinMaxSpeed.y);
        m_NPCAnimator.speed = (m_Speed / m_MinMaxSpeed.y) * (m_MinMaxAnimationSpeed.y - m_MinMaxAnimationSpeed.x) + m_MinMaxAnimationSpeed.x;

        //set the new animation type for the NPC
        m_NPCAnimator.runtimeAnimatorController = animator;

        //register the transform position based on current tile pos
        if (MapManager.GetInstance() != null)
        {
            transform.position = MapManager.GetInstance().GetCellCentrePosToWorld(currentTilePos);
        }
        else
        {
            gameObject.SetActive(false);
            return;
        }

        m_Dir = Vector2Int.zero;
        m_VistedRoads.Clear();
        m_RoadsQueue.Clear();
        m_GoingIntoBuilding = false;

        if (m_SpriteRenderer != null)
        {
            m_SpriteRenderer.color = Color.white;
        }

        DFSNextRoad(m_CurrentTile); //get the next tile to go to
    }
Exemple #4
0
    void DFSNextRoad(Vector2Int currTile) //get the next block to go
    {
        RoadManager roadManager = MapManager.GetInstance().GetRoadManager();

        if (roadManager == null)
        {
            return;
        }

        List <Vector2Int> neighbourRoads = new List <Vector2Int>();

        //check up first, if never visited and theres a tile there add it
        Vector2Int newGridoffsetPos = currTile + new Vector2Int(0, 1);

        if (roadManager.CheckMapAvailability(newGridoffsetPos) && !m_VistedRoads.ContainsKey(newGridoffsetPos))
        {
            neighbourRoads.Add(newGridoffsetPos);
        }

        //check down
        newGridoffsetPos = currTile + new Vector2Int(0, -1);
        if (roadManager.CheckMapAvailability(newGridoffsetPos) && !m_VistedRoads.ContainsKey(newGridoffsetPos))
        {
            neighbourRoads.Add(newGridoffsetPos);
        }

        //check right
        newGridoffsetPos = currTile + new Vector2Int(1, 0);
        if (roadManager.CheckMapAvailability(newGridoffsetPos) && !m_VistedRoads.ContainsKey(newGridoffsetPos))
        {
            neighbourRoads.Add(newGridoffsetPos);
        }

        //check left
        newGridoffsetPos = currTile + new Vector2Int(-1, 0);
        if (roadManager.CheckMapAvailability(newGridoffsetPos) && !m_VistedRoads.ContainsKey(newGridoffsetPos))
        {
            neighbourRoads.Add(newGridoffsetPos);
        }

        if (neighbourRoads.Count == 0) //if theres nothing
        {
            //look into the queue to see if theres any other previous roads
            //if queue is empty, reset the position to NPC current tile and reset the visited list
            if (m_RoadsQueue.Count == 0)
            {
                m_VistedRoads.Clear();
                DFSNextRoad(m_CurrentTile);
            }
            else
            {
                int        lastAddedIndex = m_RoadsQueue.Count - 1;
                Vector2Int prev           = m_RoadsQueue[lastAddedIndex];
                m_RoadsQueue.RemoveAt(lastAddedIndex); //remove the last element added

                InitNextTile(prev);
            }
        }
        else //go to next neighbouring tile
        {
            m_RoadsQueue.Add(m_CurrentTile);

            int randomNeighbourIndex = Random.Range(0, neighbourRoads.Count);
            InitNextTile(neighbourRoads[randomNeighbourIndex]);
        }
    }