public void Render(Minimap_Waypoint waypointAStar, int startX, int startY, int endX, int endY, int nodeSizeX, int nodeSizeY, Material pathMaterial)
    {
        List <Vector3> path  = new List <Vector3>();
        int            index = waypointAStar.FindContainingNode(endX, endY);

        if (index == -1 || waypointAStar.Get(index).parent == -1)
        {
            return;
        }

        path.Add(new Vector3((endX + 0.5f) * nodeSizeX, (endY + 0.5f) * nodeSizeY, 100));
        while (index != -1)
        {
            path.Add(GetIndexCoords(waypointAStar, index, nodeSizeX, nodeSizeY));
            index = waypointAStar.Get(index).parent;
        }
        path.Add(new Vector3((startX + 0.5f) * nodeSizeX, (startY + 0.5f) * nodeSizeY, 100));

        const float cornerSharpness = 0.85f;

        _lineRenderer.SetVertexCount(path.Count * 2 - 2);
        _lineRenderer.SetPosition(0, path[0]);
        for (int i = 1; i < path.Count - 1; ++i)
        {
            _lineRenderer.SetPosition(2 * i - 1, Vector3.Lerp(path[i - 1], path[i], cornerSharpness));
            _lineRenderer.SetPosition(2 * i, Vector3.Lerp(path[i + 1], path[i], cornerSharpness));
        }
        _lineRenderer.SetPosition(path.Count * 2 - 3, path[path.Count - 1]);

        _lineRenderer.sharedMaterial = pathMaterial;
    }
Esempio n. 2
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    public void Awake()
    {
        waypointAStar = new Minimap_Waypoint();

        _controller = GetComponent <TileMapController>();
        _renderer   = GetComponent <MinimapRenderer_Waypoint>();
    }
 private Vector3 GetIndexCoords(Minimap_Waypoint waypointAStar, int index, int nodeSizeX, int nodeSizeY)
 {
     return(new Vector3(
                (waypointAStar.Get(index).x + waypointAStar.Get(index).size / 2.0f) * nodeSizeX,
                (waypointAStar.Get(index).y + waypointAStar.Get(index).size / 2.0f) * nodeSizeY,
                100
                ));
 }
Esempio n. 4
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    public void Render(Minimap_Waypoint waypointAStar, int startNode, int nodeCount, int nodeSizeX, int nodeSizeY, float distance, Material aStarMaterial)
    {
        nodeCount = Mathf.Min(nodeCount, waypointAStar.NumNodes - startNode);

        const int maxVerts = 65000;

        if (nodeCount * 4 > maxVerts)
        {
            Debug.LogError("Render tile dimensions too large: " + nodeCount + " * 4 = " + (nodeCount * 4) + " (> " + maxVerts + ")");
            return;
        }

        Vector3[] verts  = new Vector3[nodeCount * 4];
        Vector2[] uvs    = new Vector2[nodeCount * 4];
        Color32[] colors = new Color32[nodeCount * 4];
        int[]     tris   = new int[nodeCount * 6];

        for (int i = 0; i < nodeCount; ++i)
        {
            int index = i + startNode;

            int x0 = waypointAStar.Get(index).x *nodeSizeX;
            int x1 = x0 + waypointAStar.Get(index).size *nodeSizeX;
            int y0 = waypointAStar.Get(index).y *nodeSizeY;
            int y1 = y0 + waypointAStar.Get(index).size *nodeSizeY;

            Color32 c;
            if (waypointAStar.Get(index).distance < 0.0f)
            {
                c = Color.clear;
            }
            else if (waypointAStar.Get(index).distance >= Minimap_Waypoint.INFINITY)
            {
                c = new Color(0.5f, 0.5f, 1.0f, 1.0f);
            }
            else
            {
                float value = Mathf.Clamp01(waypointAStar.Get(index).distance / distance);
                c = new Color(1.0f, value, value, 1.0f);
            }

            verts[i * 4 + 0]  = new Vector3(x0, y0, 0);
            uvs[i * 4 + 0]    = new Vector2(0, 0);
            colors[i * 4 + 0] = c;

            verts[i * 4 + 1]  = new Vector3(x0, y1, 0);
            uvs[i * 4 + 1]    = new Vector2(0, 1);
            colors[i * 4 + 1] = c;

            verts[i * 4 + 2]  = new Vector3(x1, y1, 0);
            uvs[i * 4 + 2]    = new Vector2(1, 1);
            colors[i * 4 + 2] = c;

            verts[i * 4 + 3]  = new Vector3(x1, y0, 0);
            uvs[i * 4 + 3]    = new Vector2(1, 0);
            colors[i * 4 + 3] = c;

            tris[i * 6 + 0] = i * 4 + 0;
            tris[i * 6 + 1] = i * 4 + 1;
            tris[i * 6 + 2] = i * 4 + 2;
            tris[i * 6 + 3] = i * 4 + 2;
            tris[i * 6 + 4] = i * 4 + 3;
            tris[i * 6 + 5] = i * 4 + 0;
        }

        _mesh.Clear();
        _mesh.vertices  = verts;
        _mesh.uv        = uvs;
        _mesh.colors32  = colors;
        _mesh.triangles = tris;

        _meshFilter.sharedMesh       = _mesh;
        _meshRenderer.sharedMaterial = aStarMaterial;
    }
Esempio n. 5
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 public WaypointAStarComparer(Minimap_Waypoint waypointAStar, float heuristicWeight)
 {
     _waypointAStar   = waypointAStar;
     _heuristicWeight = heuristicWeight;
 }