Exemplo n.º 1
0
    public void RemoveSegment(SimSegment segment)
    {
        segment.Destroy();

        segments.Remove(segment);

        pathListener.OnSegmentRemoved(this, segment);
    }
Exemplo n.º 2
0
    public void Init(SimSegment segment)
    {
        this.segment = segment;

        gameObject.name = "Segment-" + segment.id;

        cube        = GameObject.CreatePrimitive(PrimitiveType.Cube).transform;
        cube.parent = transform;

        Modified();
    }
 public void OnSegmentModified(SimPath path, SimSegment segment)
 {
     for (int i = 0; i < segmentsUnity.Count; i++)
     {
         if (segmentsUnity[i].segment == segment)
         {
             segmentsUnity[i].Modified();
             break;
         }
     }
 }
    public void OnSegmentAdded(SimPath path, SimSegment segment)
    {
        GameObject goSegment = new GameObject();

        goSegment.transform.parent = transform;
        SimSegmentUnity segmentUnity = goSegment.AddComponent <SimSegmentUnity>();

        segmentUnity.Init(segment);

        segmentsUnity.Add(segmentUnity);
    }
Exemplo n.º 5
0
    public SimSegment AddSegment(SimSegmentType segmentType, SimPoint p1, SimPoint p2)
    {
        SimSegment segment = new SimSegment();

        segment.Init(this, segmentType, nextSegmentId++, p1, p2);

        segments.Add(segment);

        pathListener.OnSegmentAdded(this, segment);

        return(segment);
    }
 public void OnSegmentRemoved(SimPath path, SimSegment segment)
 {
     for (int i = 0; i < segmentsUnity.Count; i++)
     {
         if (segmentsUnity[i].segment == segment)
         {
             GameObject.Destroy(segmentsUnity[i].gameObject);
             segmentsUnity.RemoveAt(i);
             break;
         }
     }
 }
    // Use this for initialization
    void Start()
    {
        Simulation sim = new Simulation();

        sim.simulationDefinition = new SimulationDefinitionLoader().LoadDefinitionFromString(cityToTest.text);

        Init(sim);

        SimBox city = sim.AddBox("city", Vector3.zero, 32, 32);

        SimPath road = city.GetPath("Road");

        SimPoint p1 = road.AddPoint(new Vector3(20, 0, 20));
        SimPoint p2 = road.AddPoint(new Vector3(50, 0, 50));
        SimPoint p3 = road.AddPoint(new Vector3(20, 0, 50));

        SimSegment s1 = road.AddSegment(sim.simulationDefinition.GetSegmentType("Dirt"), p1, p2);
        SimSegment s2 = road.AddSegment(sim.simulationDefinition.GetSegmentType("Dirt"), p2, p3);
        SimSegment s3 = road.AddSegment(sim.simulationDefinition.GetSegmentType("Dirt"), p3, p1);

        SimSegmentPosition unitPos;

        unitPos.segment = s1;
        unitPos.offset  = 0.66f;

        city.AddUnit(sim.simulationDefinition.GetUnitType("Home"), unitPos);

        unitPos.segment = s1;
        unitPos.offset  = 0.5f;

        city.AddUnit(sim.simulationDefinition.GetUnitType("Home"), unitPos);

        unitPos.segment = s2;
        unitPos.offset  = 0.5f;

        city.AddUnit(sim.simulationDefinition.GetUnitType("Work"), unitPos);

        unitPos.segment = s3;
        unitPos.offset  = 0.5f;

        city.AddUnit(sim.simulationDefinition.GetUnitType("Work"), unitPos);
    }
Exemplo n.º 8
0
    public SimPoint FindNextPoint(SimPoint fromPoint, string searchTarget, SimResourceBinCollection resources)
    {
        //This implementation MUST be replaced with something that is really fast.. right now
        //we are not even using a priority queue!!
        //We should store as much information as possible in each SimPoint to make this search as
        //fast as possible.
        closedSet.Clear();
        openSet.Clear();
        cameFrom.Clear();
        scoreFromStart.Clear();
        scorePlusHeuristicFromStart.Clear();

        openSet.Add(fromPoint);
        scoreFromStart[fromPoint] = 0;
        scorePlusHeuristicFromStart[fromPoint] = scoreFromStart[fromPoint] + Heuristic(fromPoint, fromPoint);

        while (openSet.Count > 0)
        {
            SimPoint current = GetPointWithLowestScorePlusHeuristicFromStart();

            if (current.GetUnitWithTargetAndCapacity(searchTarget, resources) != null)
            {
                if (current == fromPoint)
                {
                    return(current);
                }

                while (cameFrom[current] != fromPoint)
                {
                    current = cameFrom[current];
                }

                return(current);
            }

            openSet.Remove(current);
            closedSet.Add(current);

            foreach (SimSegment segment in current.segments)
            {
                SimPoint neighbor;
                if (segment.point1 == current)
                {
                    neighbor = segment.point2;
                }
                else
                {
                    neighbor = segment.point1;
                }

                float neighborScoreFromStart = scoreFromStart[current] + segment.length;

                if (closedSet.Contains(neighbor))
                {
                    if (neighborScoreFromStart >= scoreFromStart[neighbor])
                    {
                        continue;
                    }
                }

                if (!openSet.Contains(neighbor) || neighborScoreFromStart < scoreFromStart[neighbor])
                {
                    cameFrom[neighbor]       = current;
                    scoreFromStart[neighbor] = neighborScoreFromStart;
                    scorePlusHeuristicFromStart[neighbor] = neighborScoreFromStart + Heuristic(neighbor, fromPoint);
                    if (!openSet.Contains(neighbor))
                    {
                        openSet.Add(neighbor);
                    }
                }
            }
        }

        //No path found.. return random point!
        if (fromPoint.segments.Count > 0)
        {
            SimSegment randomSegment = fromPoint.segments[rnd.Next(0, fromPoint.segments.Count)];

            if (randomSegment.point1 == fromPoint)
            {
                return(randomSegment.point2);
            }
            else if (randomSegment.point2 == fromPoint)
            {
                return(randomSegment.point1);
            }
        }

        return(null);
    }
 public void OnSegmentModified(SimPath path, SimSegment segment)
 {
 }
 public void OnSegmentAdded(SimPath path, SimSegment segment)
 {
 }
 public void OnSegmentRemoved(SimPath path, SimSegment segment)
 {
 }