Exemplo n.º 1
0
        private void _BuildQueueWork(RayMap rayMap)
        {
            if (rayMap.startPoint == rayMap.endPoint)
            {
                return;
            }
            _PushOut(MovementStatus.Start);
            Queue <MyV2IPair>      supplyQueue    = new Queue <MyV2IPair>();
            List <Vector2Int>      avoidList      = new List <Vector2Int>();
            Stack <MovementStatus> tMovementStack = new Stack <MovementStatus>();
            StorageTree            storageTree    = new StorageTree();

            for (int i = 0; i < rayMap.size.x; i++)
            {
                for (int j = 0; j < rayMap.size.y; j++)
                {
                    if (rayMap.buffer[i, j])
                    {
                        avoidList.Add(new Vector2Int(i, j));
                    }
                }
            }
            avoidList.Remove(rayMap.startPoint);//you don't want to bury yourself

            supplyQueue.Enqueue(new MyV2IPair(rayMap.startPoint, new Vector2Int(-233, -666)));
            // (-233,-666) is a hooked start point XD

            if (_Search(ref rayMap, ref supplyQueue, ref avoidList, ref tMovementStack, ref storageTree))
            {
                //moveArrowSpriteRenderer.color = Color.green;
                while (tMovementStack.Count > 0)
                {
                    _PushOut(tMovementStack.Pop());
                }
            }
            else
            {
            }

            _PushOut(MovementStatus.Completed);
        }
Exemplo n.º 2
0
        private IEnumerator _CoroutineWork(RayMap rayMap, Vector2Int sizeInt, Vector2Int centerPosInt) //generate raymap, no-frameBlock operation
        {
            System.Diagnostics.Stopwatch stopwatch = new System.Diagnostics.Stopwatch();
            stopwatch.Start();
            long counterTime = stopwatch.ElapsedMilliseconds;

            for (int i = 0; i < sizeInt.x; i++)
            {
                for (int j = 0; j < sizeInt.y; j++)
                {
                    rayMap.buffer[i, j] = _ReturnRayResult(new Vector2(((i - centerPosInt.x) * tileSize.x) + centerPos.x, ((j - centerPosInt.y) * tileSize.y) + centerPos.y));
                    if (allowVisualStatus)
                    {
                        _TvisualizeObject(new Vector2(((i - centerPosInt.x) * tileSize.x) + centerPos.x, ((j - centerPosInt.y) * tileSize.y) + centerPos.y), rayMap.buffer[i, j], TempFather, (rayMap.endPoint.x == i && rayMap.endPoint.y == j), (rayMap.startPoint.x == i && rayMap.startPoint.y == j));
                    }
                }
                if (stopwatch.ElapsedMilliseconds - counterTime >= 1000 * Time.fixedDeltaTime)
                {
                    counterTime = stopwatch.ElapsedMilliseconds;
                    yield return(0);
                }
            }
            stopwatch.Stop();
            if (rayMap.endPoint.x < rayMap.size.x && rayMap.endPoint.x >= 0 &&
                rayMap.endPoint.y < rayMap.size.y && rayMap.endPoint.x >= 0 &&
                !rayMap.buffer[rayMap.endPoint.x, rayMap.endPoint.y])
            {
                _BuildQueueWork(rayMap);
            }
            else
            {
                // Unable to move
                //moveArrowSpriteRenderer.color = Color.red;
            }
            yield return(0);
        }
Exemplo n.º 3
0
        private bool _Search(ref RayMap inRayMap, ref Queue <MyV2IPair> supplyQueue, ref List <Vector2Int> avoidList, ref Stack <MovementStatus> revMovementStack, ref StorageTree storageTree)
        {
            //Queue<MyV2IPair> myV2IPairQueue_Saved = new Queue<MyV2IPair>();

            while (supplyQueue.Count > 0)
            {
                MyV2IPair myV2IPair = supplyQueue.Dequeue();

                Vector2Int currentPos = myV2IPair.current;

                if (avoidList.Contains(currentPos))
                {
                    continue;
                }
                else if (currentPos.x < 0 || currentPos.x > inRayMap.size.x || currentPos.y < 0 || currentPos.y > inRayMap.size.y)
                {
                    continue;
                }

                else if (currentPos == inRayMap.endPoint) // founded
                {
                    int             tempIndexn = storageTree.Add(myV2IPair);
                    StorageTreeNode iterator   = storageTree.data[tempIndexn];// this point is not registered in the tree yet

                    try
                    {
                        while (iterator.father != null)
                        {
                            if (iterator.data.x == iterator.father.data.x)
                            {
                                if (iterator.data.y == iterator.father.data.y + 1)
                                {
                                    revMovementStack.Push(MovementStatus.MovingUp);
                                }
                                else if (iterator.data.y == iterator.father.data.y - 1)
                                {
                                    revMovementStack.Push(MovementStatus.MovingDown);
                                }
                                else
                                {
                                    //error
                                }
                            }
                            else if (iterator.data.y == iterator.father.data.y)
                            {
                                if (iterator.data.x == iterator.father.data.x + 1)
                                {
                                    revMovementStack.Push(MovementStatus.MovingRight);
                                }
                                else if (iterator.data.x == iterator.father.data.x - 1)
                                {
                                    revMovementStack.Push(MovementStatus.MovingLeft);
                                }
                                else
                                {
                                    //error
                                }
                            }
                            else
                            {
                                //error
                            }
                            iterator = iterator.father;
                        }
                        return(true);
                    }
                    catch (System.Exception e)
                    {
                        EditorControl.EditorPause();
                        Debug.Log(e);
                        return(false);
                    }
                }
                else //normal Node
                {
                    avoidList.Add(currentPos);
                    storageTree.Add(myV2IPair);
                    //myV2IPairQueue_Saved.Enqueue(myV2IPair);

                    //enqueue
                    switch (_IdentifyDirection(myV2IPair.current, myV2IPair.previous)) //trend to walk a straight line
                    {
                    case MovementStatus.MovingUp:
                        if (currentPos.y < inRayMap.size.y - 1 && !avoidList.Contains(currentPos + new Vector2Int(0, 1)))
                        {
                            supplyQueue.Enqueue(new MyV2IPair(currentPos + new Vector2Int(0, 1), currentPos));
                        }
                        if (currentPos.x < inRayMap.size.x - 1 && !avoidList.Contains(currentPos + new Vector2Int(1, 0)))
                        {
                            supplyQueue.Enqueue(new MyV2IPair(currentPos + new Vector2Int(1, 0), currentPos));
                        }
                        if (currentPos.x > 0 && !avoidList.Contains(currentPos + new Vector2Int(-1, 0)))
                        {
                            supplyQueue.Enqueue(new MyV2IPair(currentPos + new Vector2Int(-1, 0), currentPos));
                        }
                        if (currentPos.y > 0 && !avoidList.Contains(currentPos + new Vector2Int(0, -1)))
                        {
                            supplyQueue.Enqueue(new MyV2IPair(currentPos + new Vector2Int(0, -1), currentPos));
                        }
                        break;

                    case MovementStatus.MovingRight:
                        if (currentPos.x < inRayMap.size.x - 1 && !avoidList.Contains(currentPos + new Vector2Int(1, 0)))
                        {
                            supplyQueue.Enqueue(new MyV2IPair(currentPos + new Vector2Int(1, 0), currentPos));
                        }
                        if (currentPos.y < inRayMap.size.y - 1 && !avoidList.Contains(currentPos + new Vector2Int(0, 1)))
                        {
                            supplyQueue.Enqueue(new MyV2IPair(currentPos + new Vector2Int(0, 1), currentPos));
                        }
                        if (currentPos.y > 0 && !avoidList.Contains(currentPos + new Vector2Int(0, -1)))
                        {
                            supplyQueue.Enqueue(new MyV2IPair(currentPos + new Vector2Int(0, -1), currentPos));
                        }
                        if (currentPos.x > 0 && !avoidList.Contains(currentPos + new Vector2Int(-1, 0)))
                        {
                            supplyQueue.Enqueue(new MyV2IPair(currentPos + new Vector2Int(-1, 0), currentPos));
                        }
                        break;

                    case MovementStatus.MovingDown:
                        if (currentPos.y > 0 && !avoidList.Contains(currentPos + new Vector2Int(0, -1)))
                        {
                            supplyQueue.Enqueue(new MyV2IPair(currentPos + new Vector2Int(0, -1), currentPos));
                        }
                        if (currentPos.x < inRayMap.size.x - 1 && !avoidList.Contains(currentPos + new Vector2Int(1, 0)))
                        {
                            supplyQueue.Enqueue(new MyV2IPair(currentPos + new Vector2Int(1, 0), currentPos));
                        }
                        if (currentPos.x > 0 && !avoidList.Contains(currentPos + new Vector2Int(-1, 0)))
                        {
                            supplyQueue.Enqueue(new MyV2IPair(currentPos + new Vector2Int(-1, 0), currentPos));
                        }
                        if (currentPos.y < inRayMap.size.y - 1 && !avoidList.Contains(currentPos + new Vector2Int(0, 1)))
                        {
                            supplyQueue.Enqueue(new MyV2IPair(currentPos + new Vector2Int(0, 1), currentPos));
                        }
                        break;

                    case MovementStatus.MovingLeft:
                        if (currentPos.x > 0 && !avoidList.Contains(currentPos + new Vector2Int(-1, 0)))
                        {
                            supplyQueue.Enqueue(new MyV2IPair(currentPos + new Vector2Int(-1, 0), currentPos));
                        }
                        if (currentPos.y < inRayMap.size.y - 1 && !avoidList.Contains(currentPos + new Vector2Int(0, 1)))
                        {
                            supplyQueue.Enqueue(new MyV2IPair(currentPos + new Vector2Int(0, 1), currentPos));
                        }
                        if (currentPos.y > 0 && !avoidList.Contains(currentPos + new Vector2Int(0, -1)))
                        {
                            supplyQueue.Enqueue(new MyV2IPair(currentPos + new Vector2Int(0, -1), currentPos));
                        }
                        if (currentPos.x < inRayMap.size.x - 1 && !avoidList.Contains(currentPos + new Vector2Int(1, 0)))
                        {
                            supplyQueue.Enqueue(new MyV2IPair(currentPos + new Vector2Int(1, 0), currentPos));
                        }
                        break;

                    default:
                        if (currentPos.y < inRayMap.size.y - 1 && !avoidList.Contains(currentPos + new Vector2Int(0, 1)))
                        {
                            supplyQueue.Enqueue(new MyV2IPair(currentPos + new Vector2Int(0, 1), currentPos));
                        }
                        if (currentPos.x < inRayMap.size.x - 1 && !avoidList.Contains(currentPos + new Vector2Int(1, 0)))
                        {
                            supplyQueue.Enqueue(new MyV2IPair(currentPos + new Vector2Int(1, 0), currentPos));
                        }
                        if (currentPos.y > 0 && !avoidList.Contains(currentPos + new Vector2Int(0, -1)))
                        {
                            supplyQueue.Enqueue(new MyV2IPair(currentPos + new Vector2Int(0, -1), currentPos));
                        }
                        if (currentPos.x > 0 && !avoidList.Contains(currentPos + new Vector2Int(-1, 0)))
                        {
                            supplyQueue.Enqueue(new MyV2IPair(currentPos + new Vector2Int(-1, 0), currentPos));
                        }
                        break;
                    }
                }
            }
            return(false);
        }
Exemplo n.º 4
0
        private void _GenerateRayMap(Vector2 outArrowPosition)
        {
            if (!_movementEndObject)
            {
                _movementEndObject = Instantiate(movementEndObject_Prefab);
            }
            _movementEndObject.transform.position = outArrowPosition;
            _movementEndObject.name = "movementEndObject";
            if (coroutineWorkhandle_RayMap != null)
            {
                StopCoroutine(coroutineWorkhandle_RayMap);
            }
            centerPos = cT.position;
            Vector2Int sizeInt = new Vector2Int((int)(pictureSize.x / tileSize.x), (int)(pictureSize.y / tileSize.y));

            rayMap = new RayMap(sizeInt);
            Vector2Int centerPosInt = new Vector2Int(sizeInt.x / 2, sizeInt.y / 2);

            rayMap.startPoint = centerPosInt;

            #region Vector2_to_Vector2Int
            if (outArrowPosition.x > (centerPos.x - tileSize.x / 2))
            {
                int t_x = 0;
                for (; outArrowPosition.x > (centerPos.x + tileSize.x / 2); outArrowPosition -= new Vector2(tileSize.x, 0))
                {
                    t_x++;
                }

                rayMap.endPoint = new Vector2Int(t_x + centerPosInt.x, 0);
            }
            else
            {
                int t_x = 0;
                for (; outArrowPosition.x < (centerPos.x - tileSize.x / 2); outArrowPosition += new Vector2(tileSize.x, 0))
                {
                    t_x--;
                }

                rayMap.endPoint = new Vector2Int(t_x + centerPosInt.x, 0);
            }

            if (outArrowPosition.y > (centerPos.y - tileSize.y / 2))
            {
                int t_y = 0;
                for (; outArrowPosition.y > (centerPos.y + tileSize.y / 2); outArrowPosition -= new Vector2(0, tileSize.y))
                {
                    t_y++;
                }

                rayMap.endPoint += new Vector2Int(0, t_y + centerPosInt.y);
            }
            else
            {
                int t_y = 0;
                for (; outArrowPosition.y < (centerPos.y - tileSize.y / 2); outArrowPosition += new Vector2(0, tileSize.y))
                {
                    t_y--;
                }

                rayMap.endPoint += new Vector2Int(0, t_y + centerPosInt.y);
            }

            //Debug.Log("centerPoint: " + rayMap.startPoint.x + " " + rayMap.startPoint.y);
            //Debug.Log("endPoint: " + rayMap.endPoint.x + " " + rayMap.endPoint.y);

            #endregion

            if (TempFather)
            {
                Destroy(TempFather);
            }
            TempFather = new GameObject("Father_TempObjects");
            TempFather.transform.position = new Vector3(0, 0, 0);
            coroutineWorkhandle_RayMap    = _CoroutineWork(rayMap, sizeInt, centerPosInt);
            StartCoroutine(coroutineWorkhandle_RayMap);
        }