Esempio n. 1
0
        bool AreAdjacentTilesBlocked(NavNode node, int offsetX, int offsetY)
        {
            Vector3Int adjIndex = new Vector3Int(node.GetIndex().x + offsetX, currentNavWrapper.node.GetIndex().y, Controls.GetTileZpf());
            NavNode    adjNode  = pf.GetNode(adjIndex);

            if (adjNode == null || adjNode.IsBlocked())
            {
                return(true);
            }
            adjIndex.x -= offsetX;
            adjIndex.y += offsetY;
            adjNode     = pf.GetNode(adjIndex);
            if (adjNode == null || adjNode.IsBlocked())
            {
                return(true);
            }
            return(false);
        }
Esempio n. 2
0
        // Gets the next point in the path point list based on the passed in index.
        // This point is returned by reference as a world position (nextPoint). Returns true if there is a valid next point.
        // If it reaches the end or the path has failed it returns false.
        // If the next point in the point list is blocked a new path is generated.
        public bool GetNextPointIndex(ref Vector3 nextPoint, ref int index)
        {
            //TODO make it so we can check multiple points ahead to regenerate a path if
            //there is a blockage coming sooner than the very next node

            // We couldn't generate a path OR we are still waiting for the path to be generated.
            if (!IsGenerated())
            {
                return(false);
            }

            index++;
            if (index < pathpoints.Count)
            {
                // Check to see if this node is blocked at this point.
                Vector3 worldpos = GetPathPointWorld(index);
                NavNode node     = pf.GetNode(worldpos);
                if (node.IsBlocked())
                {
                    // Create a new path if the previous path is no longe usuable.
                    if (isdynamicflag)
                    {
                        CreatePath(GetPathPointWorld(index - 1), endpos, searchWithDiagonals, true);
                    }
                    else
                    {
                        CreatePath(startpos, endpos, searchWithDiagonals, false);
                    }
                    return(false);
                }
                else
                {
                    // We successfully found the next point.
                    nextPoint = worldpos;
                    return(true);
                }
            }
            // We reached the end of our path.
            return(false);
        }
Esempio n. 3
0
        // Gets the previous point in the path point list based on the passed in index.
        // This point is returned by reference as a world position (previousPoint). Returns true if there is a valid next point.
        // If it reaches the end or the path has failed it returns false.
        // If the next point in the point list is blocked a new path is generated.
        public bool GetPreviousPointIndex(ref Vector3 previousPoint, ref int index)
        {
            // We couldn't generate a path OR we are still waiting for a path.
            if (!IsGenerated())
            {
                return(false);
            }

            index--;
            if (index >= 0)
            {
                // Check to see if this node is blocked at this point.
                Vector3 worldpos = GetPathPointWorld(index);
                NavNode node     = pf.GetNode(worldpos);
                if (node.IsBlocked())   // Create a new path if the previous path is no longer usuable.

                {
                    if (isdynamicflag)
                    {
                        CreatePath(GetPathPointWorld(index + 1), startpos, searchWithDiagonals, true);
                    }
                    else
                    {
                        CreatePath(endpos, startpos, searchWithDiagonals, false);
                    }

                    return(false);
                }
                else
                {
                    previousPoint = worldpos;
                    return(true);
                }
            }

            return(false);
        }