public void AddDirection(GridPathNode node, int movementCost) { GridMovement gridMovement = new GridMovement(node, movementCost); directions[directionCount] = gridMovement; directionCount++; }
private int GetLowest(NativeList <int> open) { GridPathNode lowest = nodes[open[0]]; for (int i = 0; i < open.Length; i++) { if (nodes[open[i]].sum < lowest.sum) { lowest = nodes[open[i]]; } } return(lowest.index); }
public void AddDirection(GridPathNode node, int movementCost) { GridMovement gridMovement = new GridMovement(node, movementCost); directions[directionCount] = gridMovement; directionCount++; }
public GridMovement(GridPathNode node, int movementCost) { this.node = node; this.movementCost = movementCost; }
public GridMovement(GridPathNode node, int movementCost) { this.node = node; this.movementCost = movementCost; }
public void Execute() { NativeArray <int2> neighbors = new NativeArray <int2>(8, Allocator.Temp); neighbors[0] = new int2(-1, 0); neighbors[1] = new int2(+1, 0); neighbors[2] = new int2(0, +1); neighbors[3] = new int2(0, -1); neighbors[4] = new int2(-1, -1); neighbors[5] = new int2(-1, +1); neighbors[6] = new int2(+1, +1); neighbors[7] = new int2(+1, -1); for (int i = 0; i < nodes.Length; i++) { nodes[i].Init(CalcDistanceCost(nodes[i].position, end), gridSize.x); } int endNodeIndex = CalcIndex(end); int startNodeIndex = CalcIndex(start); nodes[startNodeIndex].SetCost(0); NativeList <int> open = new NativeList <int>(Allocator.Temp) { startNodeIndex }; int it = 0; while (open.Length > 0 && it < 50) { it++; int current = GetLowest(open); GridPathNode currentN = nodes[current]; if (current == endNodeIndex) { //Debug.Log("Found Path"); break; } for (int i = 0; i < open.Length; i++) { if (open[i] == current) { open.RemoveAtSwapBack(i); break; } } nodes[current].Close(); for (int i = 0; i < neighbors.Length; i++) { int2 neighbor = neighbors[i]; int2 neighborposition = new int2(currentN.position.x + neighbor.x, currentN.position.y + neighbor.y); if (!ValidPosition(neighborposition)) { continue; } int neighborIndex = CalcIndex(neighborposition); if (nodes[neighborIndex].closed || !nodes[neighborIndex].walkable) { continue; } int newCost = currentN.cost + CalcDistanceCost(currentN.position, neighborposition); if (newCost < nodes[neighborIndex].cost) { nodes[neighborIndex].Update(current, newCost); } if (!open.Contains(neighborIndex)) { open.Add(neighborIndex); } } } //Debug.Log("Didn't find a path"); neighbors.Dispose(); open.Dispose(); }