Esempio n. 1
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 public void UnregisterCharacter(GridCharacter c)
 {
     if (chars.Contains(c)) //if c is in the array
     {
         chars.Remove(c);
     }
 }
Esempio n. 2
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 // constructor for pathfinder object
 public Pathfinder(GridCharacter c, Node start, Node target, PathfindingComplete callback, GridManager gm)
 {
     this.gridManager = gm;
     character        = c;
     startNode        = start;
     endNode          = target;
     completeCallback = callback;
 }
Esempio n. 3
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 public void RegisterCharacter(GridCharacter c) // use 'c' to clearly indicate it is a holder var (see below)
 {
     // (here using "if (!chars.Contains(character))" becomes posibly strange to read/unintuitive
     if (!chars.Contains(c)) //if c is not in the array
     {
         chars.Add(c);
     }
 }
Esempio n. 4
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        public void PathfinderCall(GridCharacter character, Node targetNode)
        {
            if (!isPathFinding)
            {
                isPathFinding = true;

                Node start  = character.currentNode;
                Node target = targetNode;

                if (start != null && target != null)
                {
                    PathfinderMaster.masterPathfinder.RequestPathFind(character, start, target, PathfinderCallback, gridManager);
                }
                else
                {
                    isPathFinding = false;
                }
            }
        }
Esempio n. 5
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        void PathfinderCallback(List <Node> p, GridCharacter c)
        {
            //Debug.LogWarning("Path CallBack, p.count = " + p.Count);
            isPathFinding = false;
            if (p == null)
            {
                //Debug.LogWarning("Path not valid");
                return;
            }

            pathVis.positionCount = p.Count + 1; // tell the line how many positions/coordinates to contain
            List <Vector3> allPositions = new List <Vector3>();

            allPositions.Add(c.currentNode.worldPos + Vector3.up * 0.2f); // add the initial node to start the path
            for (int i = 0; i < p.Count; i++)                             // load all the path positions
            {
                allPositions.Add(p[i].worldPos + Vector3.up * 0.2f);
            }

            c.LoadPath(p);                                // tell the character what path to take
            pathVis.SetPositions(allPositions.ToArray()); // draw a line using the loaded positions to show the path
        }
        bool firstInit; // for animation

        public override void Execute(StateManager states, SessionManager sm, Turn turn)
        {
            GridCharacter c = states.currChar;

            if (!isInitialized)
            {
                if (c == null || index > c.currPath.Count - 1)
                {
                    states.SetStartingState();
                    return;
                }

                isInitialized = true;
                startNode     = c.currentNode;
                targetNode    = c.currPath[index];

                // if we go a little eover 1 while moving from node to node then we dont want to cut off a digit?
                // possibly removes stutter/jitter while moving
                float t_ = t - 1;
                t_ = Mathf.Clamp01(t_);
                t  = t_;

                //move consistant speed
                float distance = Vector3.Distance(startNode.worldPos, targetNode.worldPos);
                speed = c.GetSpeed() / distance;

                Vector3 direction = targetNode.worldPos - startNode.worldPos;
                targetRotation   = Quaternion.LookRotation(direction);
                startingRotation = c.transform.rotation;
                if (!firstInit)
                {
                    c.PlayMovementAnimation();
                    firstInit = true;
                }
            }

            t         += states.delta * speed;
            rotationT += states.delta * c.GetSpeed() * 2; // add seperate rotation speed later

            if (rotationT > 1)
            {
                rotationT = 1; // dont want this above 1
            }

            c.transform.rotation = Quaternion.Slerp(startingRotation, targetRotation, rotationT);


            if (t > 1)
            {
                isInitialized = false;

                c.currentNode.character = null;
                c.currentNode           = targetNode;
                c.currentNode.character = c; // change the target node to have a character on it

                index++;

                if (index > states.currChar.currPath.Count - 1) // we moved onto our path
                {
                    t     = 1;
                    index = 0;

                    states.SetStartingState();
                    c.PlayIdleAnimation();
                    firstInit = false;
                }
            }

            Vector3 targetPos = Vector3.Lerp(startNode.worldPos, targetNode.worldPos, t);

            c.transform.position = targetPos;
        }
Esempio n. 7
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        public void RequestPathFind(GridCharacter character, Node start, Node target, Pathfinder.PathfindingComplete callback, GridManager gm)
        {
            Pathfinder newJob = new Pathfinder(character, start, target, callback, gm);

            toDoJobs.Add(newJob);
        }