Пример #1
0
        public List <PFNode> GetNeighboringNodes(PFNode node)
        {
            List <PFNode> neighboringNodes = new List <PFNode>();
            int           xCheck;
            int           yCheck;

            // Right side
            xCheck = node.GridX + 1;
            yCheck = node.GridY;
            if (xCheck >= 0 && xCheck < _gridSizeX)
            {
                if (yCheck >= 0 && yCheck < _gridSizeY)
                {
                    neighboringNodes.Add(_grid[xCheck, yCheck]);
                }
            }

            // Left side
            xCheck = node.GridX - 1;
            yCheck = node.GridY;
            if (xCheck >= 0 && xCheck < _gridSizeX)
            {
                if (yCheck >= 0 && yCheck < _gridSizeY)
                {
                    neighboringNodes.Add(_grid[xCheck, yCheck]);
                }
            }

            // Top side
            xCheck = node.GridX;
            yCheck = node.GridY + 1;
            if (xCheck >= 0 && xCheck < _gridSizeX)
            {
                if (yCheck >= 0 && yCheck < _gridSizeY)
                {
                    neighboringNodes.Add(_grid[xCheck, yCheck]);
                }
            }

            // Bottom side
            xCheck = node.GridX;
            yCheck = node.GridY - 1;
            if (xCheck >= 0 && xCheck < _gridSizeX)
            {
                if (yCheck >= 0 && yCheck < _gridSizeY)
                {
                    neighboringNodes.Add(_grid[xCheck, yCheck]);
                }
            }

            return(neighboringNodes);
        }
Пример #2
0
        void CreateGrid()
        {
            _grid = new PFNode[_gridSizeX, _gridSizeY];
            Vector3 bottomLeft = transform.position - Vector3.right * GridWorldSize.x / 2 -
                                 Vector3.forward * GridWorldSize.y / 2;

            // Iterate through the grid
            for (int y = 0; y < _gridSizeY; y++) // todo check for bug
            {
                for (int x = 0; x < _gridSizeX; x++)
                {
                    Vector3 worldPoint = bottomLeft + Vector3.right * (x * _nodeDiameter + NodeRadius) +
                                         Vector3.forward * (y * _nodeDiameter + NodeRadius);

                    bool obstacle = Physics.CheckSphere(worldPoint, NodeRadius, ObstacleLayerMask); // todo check for bug
                    _grid[x, y] = new PFNode(obstacle, worldPoint, x, y);
                }
            }
        }