private void OnEnable() { unit = base.target as AStarUnit; unitSize = serializedObject.FindProperty("unitSize"); target = serializedObject.FindProperty("target"); targetFootOffset = serializedObject.FindProperty("targetFootOffset"); targetFollowStartDistance = serializedObject.FindProperty("targetFollowStartDistance"); footOffset = serializedObject.FindProperty("footOffset"); fixedOffset = serializedObject.FindProperty("fixedOffset"); moveMode = serializedObject.FindProperty("moveMode"); rigidbody = serializedObject.FindProperty("rigidbody"); rigidbody2D = serializedObject.FindProperty("rigidbody2D"); controller = serializedObject.FindProperty("controller"); turnSpeed = serializedObject.FindProperty("turnSpeed"); moveSpeed = serializedObject.FindProperty("moveSpeed"); slopeLimit = serializedObject.FindProperty("slopeLimit"); stopDistance = serializedObject.FindProperty("stopDistance"); repathRate = serializedObject.FindProperty("repathRate"); drawGizmos = serializedObject.FindProperty("drawGizmos"); lineColor = serializedObject.FindProperty("lineColor"); pointColor = serializedObject.FindProperty("pointColor"); pathRenderer = serializedObject.FindProperty("pathRenderer"); animator = serializedObject.FindProperty("animator"); animaHorizontal = serializedObject.FindProperty("animaHorizontal"); animaVertical = serializedObject.FindProperty("animaVertical"); animaMagnitude = serializedObject.FindProperty("animaMagnitude"); manager = FindObjectOfType <AStarManager>(); }
void Awake() { this.pathList = new List<GameObject> (); this.aStarUtils = new AStarUtils (this.cols, this.rows); // cols for(int i = 0; i < this.cols; i++) { // rows for(int j = 0; j < this.rows; j++) { AStarUnit aStarUnit = new AStarUnit(); if(i != 0 && j != 0 && Random.Range(1, 10) <= 3) { aStarUnit.isPassable = false; GameObject gameObject = (GameObject)Instantiate(cubeObject); if(gameObject != null) { gameObject.transform.localPosition = new Vector3(i - this.cols * 0.5f + 0.5f, 0f, j - this.cols * 0.5f + 0.5f); } }else{ aStarUnit.isPassable = true; } this.aStarUtils.GetNode(i,j).AddUnit(aStarUnit); } } }
void Awake() { this.pathList = new List <GameObject> (); this.aStarUtils = new AStarUtils(this.cols, this.rows); // cols for (int i = 0; i < this.cols; i++) { // rows for (int j = 0; j < this.rows; j++) { AStarUnit aStarUnit = new AStarUnit(); if (i != 0 && j != 0 && Random.Range(1, 10) <= 3) { aStarUnit.isPassable = false; GameObject gameObject = (GameObject)Instantiate(cubeObject); if (gameObject != null) { gameObject.transform.localPosition = new Vector3(i - this.cols * 0.5f + 0.5f, 0f, j - this.cols * 0.5f + 0.5f); } } else { aStarUnit.isPassable = true; } this.aStarUtils.GetNode(i, j).AddUnit(aStarUnit); } } }
void Awake() { _aStarUtils = new AStarUtils (_cols, _rows); _moveableObj = Instantiate(pathObject); // cols for(int i = 0; i < _cols; i++) { // rows for(int j = 0; j < _rows; j++) { AStarUnit aStarUnit = new AStarUnit(); if(i != 0 && j != 0 && Random.Range(1, 10) <= 3) { aStarUnit.isPassable = false; GameObject gameObject = Instantiate(cubeObject); if(gameObject != null) { gameObject.transform.localPosition = new Vector3(i - this._cols * 0.5f + 0.5f, 0f, j - this._cols * 0.5f + 0.5f); } }else{ aStarUnit.isPassable = true; } _aStarUtils.GetNode(i,j).AddUnit(aStarUnit); } } }
void Awake() { Application.targetFrameRate = 600; this.pathList = new List <GameObject> (); this.aStarUtils = new AStarUtils(this.cols, this.rows); Debug.Log("start"); // cols for (int i = 0; i < this.cols; i++) { // rows for (int j = 0; j < this.rows; j++) { AStarUnit aStarUnit = new AStarUnit(); if (i != 0 && j != 0 && Random.Range(1, 10) <= 1) { aStarUnit.isPassable = false; GameObject gameObject = (GameObject)Instantiate(cubeObject); if (gameObject != null) { var x = i - this.cols * 0.5f + 0.5f; var y = 0f; var z = j - this.rows * 0.5f + 0.5f; //Debug.Log(string.Format("x: {0}, y: {1}, z: {2}", x, y, z)); gameObject.transform.localPosition = new Vector3(x, y, z); } } else { aStarUnit.isPassable = true; } this.aStarUtils.GetNode(i, j).AddUnit(aStarUnit); } } // 设置底板格子数量 var mt = sceneGrid.GetComponent <Renderer>().material; Debug.Log(mt); if (mt != null) { //Debug.Log("setMaterial"); mt.SetTextureScale("_MainTex", new Vector2(cols, rows)); } // 设置底板宽度 sceneGrid.transform.localScale = new Vector3(cols / unit, 1, rows / unit); }