private void GenerateNodes()
        {
            for (int i = 0; i < GridHeight; i++)
            {
                for (int j = 0; j < GridWidth; j++)
                {
                    _grid[i, j] = new NodeHeap(false,
                                               new Vector3((-_gridSize.x / 2) + _halfNodeWidth + (i * NodeHeight),
                                                           _halfNodeWidth,
                                                           (-_gridSize.y / 2) + _halfNodeWidth + (j * NodeWidth)),
                                               i,
                                               j);

                    if (Physics.CheckSphere(_grid[i, j].m_vPosition,
                                            _halfNodeWidth,
                                            _obstacleMask))
                    {
                        _grid[i, j]._nodeType = NodeHeap.NodeType.blocked;
                    }
                    else
                    {
                        _grid[i, j]._nodeType = NodeHeap.NodeType.open;
                    }
                }
            }
        }
Esempio n. 2
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        public int GetDistance(NodeHeap nodeA, NodeHeap nodeB)
        {
            int distanceX = Mathf.Abs(nodeA.m_iGridX - nodeB.m_iGridX);
            int distanceY = Mathf.Abs(nodeA.m_iGridY - nodeB.m_iGridY);

            if (distanceX > distanceY)
            {
                return(14 * distanceY + 10 * (distanceX - distanceY));
            }

            return(14 * distanceX + 10 * (distanceY - distanceX));
        }
Esempio n. 3
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        public void AStarPathfind(NodeHeap _startNode, NodeHeap _targetNode)
        {
            Stopwatch stopWatch = new Stopwatch();

            stopWatch.Start();

            Heap <NodeHeap> openHeap   = new Heap <NodeHeap>((int)_pathGridManager._gridSize.x * (int)_pathGridManager._gridSize.y),
                            closedHeap = new Heap <NodeHeap>((int)_pathGridManager._gridSize.x * (int)_pathGridManager._gridSize.y);

            openHeap.Add(_startNode);

            while (openHeap.Count > 0)
            {
                NodeHeap currentNode = openHeap.RemoveFirst();
                closedHeap.Add(currentNode);

                if (currentNode == _targetNode)
                {
                    RetracePath(_startNode, _targetNode);
                    stopWatch.Stop();
                    print("AStarPathFind() completed in " + stopWatch.ElapsedMilliseconds + " milliseconds.");
                    return;
                }

                foreach (NodeHeap neighbour in currentNode._nodeNeighbourList)
                {
                    if (neighbour._nodeType == NodeHeap.NodeType.blocked || closedHeap.Contains(neighbour))
                    {
                        continue;
                    }

                    int movementCostToNeighbour = currentNode.m_iGCost + GetDistance(currentNode, neighbour);

                    if (movementCostToNeighbour < neighbour.m_iGCost ||
                        !openHeap.Contains(neighbour))
                    {
                        neighbour.m_iGCost = movementCostToNeighbour;
                        neighbour.m_iHCost = GetDistance(neighbour, _targetNode);
                        neighbour.m_Parent = currentNode;
                    }

                    if (!openHeap.Contains(neighbour))
                    {
                        openHeap.Add(neighbour);
                        openHeap.UpdateItem(neighbour);
                    }
                }
            }
        }
Esempio n. 4
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        private void RetracePath(NodeHeap start, NodeHeap end)
        {
            List <NodeHeap> path    = new List <NodeHeap>();
            NodeHeap        current = end;

            while (current != start)
            {
                path.Add(current);
                current = current.m_Parent;
            }

            path.Reverse();

            _pathGridManager._path = path;
        }
        private void DrawNodes()
        {
            NodeHeap playerGridCoordinates = GridLocator(_player.position);
            NodeHeap targetGridCoordinates = GridLocator(_target.position);

            for (int i = 0; i < GridHeight; i++)
            {
                for (int j = 0; j < GridWidth; j++)
                {
                    if (_grid[i, j]._nodeType == NodeHeap.NodeType.open)
                    {
                        Gizmos.color = Color.clear;
                    }

                    if (_grid[i, j]._nodeType == NodeHeap.NodeType.blocked)
                    {
                        Gizmos.color = Color.red;
                    }

                    if (_grid[i, j].Equals(playerGridCoordinates))
                    {
                        Gizmos.color = Color.green;
                    }

                    if (_grid[i, j].Equals(targetGridCoordinates))
                    {
                        Gizmos.color = Color.magenta;
                    }

                    if (_path.Contains(_grid[i, j]))
                    {
                        Gizmos.color = Color.black;
                    }

                    Gizmos.DrawWireCube(_grid[i, j].m_vPosition,
                                        new Vector3(NodeWidth, NodeHeight, NodeHeight));
                }
            }
        }
        private List <NodeHeap> ReturnNeighbours(PathGridManagerHeap pathGridManager, NodeHeap _currentNode)
        {
            List <NodeHeap> _neighbourList = new List <NodeHeap>();

            for (int x = -1; x <= 1; x++)
            {
                for (int y = -1; y <= 1; y++)
                {
                    if (x == 0 && y == 0)
                    {
                        continue;
                    }

                    if (_currentNode.m_iGridX + x >= 0 &&                               // X cannot be negative.
                        _currentNode.m_iGridY + y >= 0 &&                               // Y cannot be negative.
                        _currentNode.m_iGridX + x <= pathGridManager._gridSize.x - 1 && // X cannot be outside the grid's bounds.
                        _currentNode.m_iGridY + y <= pathGridManager._gridSize.y - 1)   // Y cannot be outside the grid's bounds.
                    {
                        _neighbourList.Add(pathGridManager._grid[_currentNode.m_iGridX + x, _currentNode.m_iGridY + y]);
                    }
                }
            }

            return(_neighbourList);
        }