Пример #1
0
        private void btn_findPath_Click(object sender, EventArgs e)
        {
            if (points.Count != 2)
            {
                MessageBox.Show("Please select start point and end point!");
                return;
            }
            var       start     = points[0];
            var       end       = points[1];
            Stopwatch stopwatch = new Stopwatch();
            PathGrid  pathGrid  = new PathGrid(readMap.Width, readMap.Height, readMap.Maze);

            stopwatch.Start();
            var tempPoints = pathGrid.FindPath(start, end);

            stopwatch.Stop();
            if (tempPoints == null || tempPoints.Count == 0)
            {
                lbl_info.Text = "Can't find the path!";
                return;
            }
            lbl_info.Text = $"times:{stopwatch.ElapsedMilliseconds}\r\nDistance:{tempPoints.Count}";

            var newBitmap = (Bitmap)readMap.clippingZone.Clone();

            pic_map.Image = newBitmap;

            foreach (var item in tempPoints)
            {
                newBitmap.SetPixel(item.X, item.Y, Color.Red);
            }
            pic_map.Image = newBitmap;
        }
Пример #2
0
    // Update is called once per frame
    void Update()
    {
        Vector2  currentPos = transform.position;
        PathNode node       = grid.NodeFromWorldPoint(currentPos);

        if (node != currentTile)
        {
            node.entitiesCurrentlyOnTile.Add(gameObject);
            if (node.entitiesCurrentlyOnTile.Count > 1)
            {
                foreach (GameObject obj in node.entitiesCurrentlyOnTile)
                {
                    if (!obj.GetComponent <Entity>().isPlayer)
                    {
                        node.battling = true;
                        BattleState state = new BattleState(boundEntity, obj.GetComponent <Entity>(), gameManager, node);
                        battleEntryScreen.Open(transform.position, boundEntity.soldierAmount, obj.GetComponent <Entity>().soldierAmount, state);
                        gameManager.currentBattleState = state;
                        gameManager.openMenuLockActions(transform.position);
                    }
                }
            }
            if (currentTile != null)
            {
                currentTile.entitiesCurrentlyOnTile.Remove(gameObject);
            }
            currentTile = node;
        }

        if (gameManager.playerCheckpoint && gameManager.playerCheckpointUpdated)
        {
            line.GetComponent <CurveLineRenderer>().ClearVertices();
            if (pathNodes != null)
            {
                pathNodes.Clear();
            }
            Vector2 sameZ       = gameManager.playerCheckpoint.transform.position;
            Vector2 sameZPlayer = transform.position;
            if (Vector2.Distance(sameZ, sameZPlayer) > distanceToEnablePathfinding)
            {
                pathNodes = grid.FindPath(sameZPlayer, sameZ, boundEntity);
                pathNodes[pathNodes.Count - 1]      = sameZ;
                currentPathNodeIndex                = 0;
                gameManager.playerCheckpointUpdated = false;
            }
            else if (!sameZ.FuzzyEquals(sameZPlayer, 0.01f))
            {
                Vector3 direction = gameManager.playerCheckpoint.transform.position - transform.position;
                direction.z = 0;
                direction.Normalize();

                GameWorld.Terrain currentTerrain   = grid.NodeFromWorldPoint(transform.position).weight;
                float             movementModifier = boundEntity.terrainModifiers[currentTerrain];

                Vector3 newPosition = transform.position + direction * movementModifier * gameManager.timeMultiplier * Time.deltaTime;
                transform.position = newPosition;
            }
            else
            {
                GameObject.Destroy(gameManager.playerCheckpoint);
            }
        }
        else if (gameManager.playerCheckpoint && !gameManager.playerCheckpointUpdated)
        {
            Vector3 checkpointPosition = pathNodes[currentPathNodeIndex];
            Vector2 sameZEnd           = gameManager.playerCheckpoint.transform.position;
            Vector2 sameZCheckpoint    = checkpointPosition;
            Vector2 sameZPlayer        = transform.position;
            linePosition.Clear();
            linePosition.Add(new Vector3(sameZPlayer.x, sameZPlayer.y, lineZ));
            line.GetComponent <CurveLineRenderer>().ClearVertices();
            for (int i = currentPathNodeIndex; i < pathNodes.Count; ++i)
            {
                linePosition.Add(new Vector3(pathNodes[i].x, pathNodes[i].y, lineZ));
            }
            line.GetComponent <CurveLineRenderer>().SetVertices(linePosition);
            if (!sameZCheckpoint.FuzzyEquals(sameZPlayer, 0.025f))
            {
                Vector2 direction2D = sameZCheckpoint - sameZPlayer;
                Vector3 direction   = direction2D;
                direction.Normalize();

                GameWorld.Terrain currentTerrain   = grid.NodeFromWorldPoint(transform.position).weight;
                float             movementModifier = boundEntity.terrainModifiers[currentTerrain] * boundEntity.pace * boundEntity.speed;;

                Vector3 newPosition = transform.position + direction * movementModifier * gameManager.timeMultiplier * Time.deltaTime;
                transform.position = newPosition;
            }
            else
            {
                transform.position = new Vector3(sameZCheckpoint.x, sameZCheckpoint.y, transform.position.z);
                if (currentPathNodeIndex + 1 <= pathNodes.Count - 1)
                {
                    ++currentPathNodeIndex;
                }
                else
                {
                    gameManager.playerCheckpointUpdated = true;
                }
            }
        }
    }
Пример #3
0
    public PatrolStatus TickMovement(float dt)
    {
        Vector2  currentPos = transform.position;
        PathNode node       = grid.NodeFromWorldPoint(currentPos);

        if (node != currentTile)
        {
            node.entitiesCurrentlyOnTile.Add(gameObject);
            if (node.entitiesCurrentlyOnTile.Count > 1)
            {
                foreach (GameObject obj in node.entitiesCurrentlyOnTile)
                {
                    if (obj.GetComponent <Entity>().isPlayer&& !node.battling)
                    {
                        BattleState state = new BattleState(obj.GetComponent <Entity>(), boundEntity, gameManager, node);
                        battleEntryScreen.Open(transform.position, boundEntity.soldierAmount, obj.GetComponent <Entity>().soldierAmount, state);
                        gameManager.currentBattleState = state;
                        gameManager.openMenuLockActions(transform.position);
                        node.battling = true;
                    }
                }
            }
            if (currentTile != null)
            {
                currentTile.entitiesCurrentlyOnTile.Remove(gameObject);
            }
            currentTile = node;
        }
        if (!usingPathfinding)
        {
            Vector2 sameZcheckpoint = currentCheckpoint;
            Vector2 sameZ           = transform.position;
            if (Vector2.Distance(sameZ, sameZcheckpoint) > distanceToEnablePathfinding)
            {
                pathNodes = grid.FindPath(sameZ, sameZcheckpoint, boundEntity);
                pathNodes[pathNodes.Count - 1] = sameZcheckpoint;
                currentPathNodeIndex           = 0;
                usingPathfinding = true;
                return(PatrolStatus.Ongoing);
            }
            else if (!sameZ.FuzzyEquals(sameZcheckpoint, 0.01f))
            {
                Vector3 direction = sameZcheckpoint - sameZ;
                direction.z = 0;
                direction.Normalize();

                GameWorld.Terrain currentTerrain = grid.NodeFromWorldPoint(transform.position).weight;
                if (currentTerrain == GameWorld.Terrain.Forest)
                {
                    GetComponent <Entity>().SetHidden(true);
                }
                else
                {
                    GetComponent <Entity>().SetHidden(false);
                }
                float movementModifier = boundEntity.terrainModifiers[currentTerrain] * boundEntity.pace * boundEntity.speed;

                Vector3 newPosition = transform.position + direction * movementModifier * gameManager.timeMultiplier * Time.deltaTime;
                transform.position = newPosition;
                return(PatrolStatus.Ongoing);
            }
            else
            {
                //REACHED THE DESTINATION
                return(PatrolStatus.Finished);
            }
        }
        else if (usingPathfinding)
        {
            Vector3 checkpointPosition = pathNodes[currentPathNodeIndex];
            Vector2 sameZEnd           = currentCheckpoint;
            Vector2 sameZCheckpoint    = checkpointPosition;
            Vector2 sameZPlayer        = transform.position;
            if (!sameZCheckpoint.FuzzyEquals(sameZPlayer, 0.025f))
            {
                Vector2 direction2D = sameZCheckpoint - sameZPlayer;
                Vector3 direction   = direction2D;
                direction.Normalize();

                GameWorld.Terrain currentTerrain = grid.NodeFromWorldPoint(transform.position).weight;
                if (currentTerrain == GameWorld.Terrain.Forest)
                {
                    GetComponent <Entity>().SetHidden(true);
                }
                else
                {
                    GetComponent <Entity>().SetHidden(false);
                }
                float movementModifier = boundEntity.terrainModifiers[currentTerrain] * boundEntity.pace * boundEntity.speed;

                Vector3 newPosition = transform.position + direction * movementModifier * gameManager.timeMultiplier * Time.deltaTime;
                transform.position = newPosition;
            }
            else
            {
                transform.position = new Vector3(sameZCheckpoint.x, sameZCheckpoint.y, transform.position.z);
                if (currentPathNodeIndex + 1 <= pathNodes.Count - 1)
                {
                    ++currentPathNodeIndex;
                }
                else
                {
                    usingPathfinding = false;
                }
            }
        }
        return(PatrolStatus.Ongoing);
    }
Пример #4
0
        /// <summary>
        /// 寻路
        /// </summary>
        /// <param name="position"></param>
        /// <param name="to"></param>
        /// <returns></returns>
        protected ActionResult <List <APoint> > FindPath(PositionInfo position, APoint to)
        {
            PathGrid pathGrid = new PathGrid(MirContext.ReadMap.Width, MirContext.ReadMap.Height, MirContext.Maze(position.MapInfo));

            return(new ActionResult <List <APoint> >(pathGrid.FindPath(position.Point, to)));
        }