Пример #1
0
 void Awake()
 {
     XMax = 50;
     YMax = 50;
     HeightMax = 8;
     Selected = Tiles.Single(t => t.X == 0 && t.Y == 0);
 }
        public void SetTile(int type)
        {
            Controls c = GameObject.FindObjectOfType<Controls>();
            Tile[] buildableTiles = new Tile[] { Tile.Nothing, Tile.Street, Tile.Blockade, Tile.Checkpoint };
            int x = (int)Math.Round(c.Cursor.x);
            int y = (int)Math.Round(c.Cursor.y);

            if (tiles[x, y] != (Tile)type && buildableTiles.Contains(tiles[x, y]))
            {
                //if(ressources[tiles[x][y]] > 0 { ressources--;
                tiles[x, y] = (Tile)type;
                UpdatePaths(Distance);
                UpdatePaths(InfectedDistance, true);
            }
        }
Пример #3
0
        public static List<Point> Pathfind(Tile[,] tileArray, int x, int y, int x2, int y2)
        {
            int Width = tileArray.GetLength(1);
            int Height = tileArray.GetLength(0);
            int[,] cost = new int[Width, Height];

            cost[x, y] = 1; //floor type

            List<Point> active = new List<Point>();
            active.Add(new Point(x, y));
            // pathfind
            while (true)
            {
                // get lowest cost point in active list
                Point point = active[0];
                for (int i = 1; i < active.Count; i++)
                {
                    Point p = active[i];
                    if (cost[p.x, p.y] < cost[point.x, point.y])
                        point = p;
                }

                // if end point
                if (point.x == x2 && point.y == y2)
                    break;

                // move in directions
                int currentCost = cost[point.x, point.y];
                if (point.x - 1 >= 0 && cost[point.x - 1, point.y] == 0)
                {
                    active.Add(new Point(point.x - 1, point.y));

                    cost[point.x - 1, point.y] = currentCost + getCost(tileArray[point.x - 1, point.y]);
                }
                if (point.x + 1 < Width && cost[point.x + 1, point.y] == 0)
                {
                    active.Add(new Point(point.x + 1, point.y));
                    cost[point.x + 1, point.y] = currentCost + getCost(tileArray[point.x + 1, point.y]);
                }
                if (point.y - 1 >= 0 && cost[point.x, point.y - 1] == 0)
                {
                    active.Add(new Point(point.x, point.y - 1));
                    cost[point.x, point.y - 1] = currentCost + getCost(tileArray[point.x, point.y - 1]);
                }
                if (point.y + 1 < Height && cost[point.x, point.y + 1] == 0)
                {
                    active.Add(new Point(point.x, point.y + 1));
                    cost[point.x, point.y + 1] = currentCost + getCost(tileArray[point.x, point.y + 1]);
                }

                active.Remove(point);
            }

            // work backwards and find path
            List<Point> points = new List<Point>();
            Point current = new Point(x2, y2);
            points.Add(current);

            while (current.x != x || current.y != y)
            {
                int highest = cost[current.x, current.y];
                int left = highest, right = highest, up = highest, down = highest;

                // get cost of each direction
                if (current.x - 1 >= 0 && cost[current.x - 1, current.y] != 0)
                {
                    left = cost[current.x - 1, current.y];
                }
                if (current.x + 1 < Width && cost[current.x + 1, current.y] != 0)
                {
                    right = cost[current.x + 1, current.y];
                }
                if (current.y - 1 >= 0 && cost[current.x, current.y - 1] != 0)
                {
                    up = cost[current.x, current.y - 1];
                }
                if (current.y + 1 < Height && cost[current.x, current.y + 1] != 0)
                {
                    down = cost[current.x, current.y + 1];
                }

                // move in the lowest direction
                if (left <= GetMin(up, down, right))
                {
                    points.Add(current = new Point(current.x - 1, current.y));
                }
                else if (right <= GetMin(left, down, up))
                {
                    points.Add(current = new Point(current.x + 1, current.y));
                }
                else if (up <= GetMin(left, right, down))
                {
                    points.Add(current = new Point(current.x, current.y - 1));
                }
                else
                {
                    points.Add(current = new Point(current.x, current.y + 1));
                }
            }

            points.Reverse();

            return points;
        }
Пример #4
0
 private static int getCost(Tile t)
 {
     if (!t.empty)
     {
         return 99;
     }
     else
     {
         return 1;
     }
 }
Пример #5
0
 public void SetTile(int x, int y)
 {
     var tile = Tiles.SingleOrDefault(t => t.X == x && t.Y == y);
     if (tile != null) Selected = tile;
 }
Пример #6
0
 public void PlusY()
 {
     Selected = Tiles.Single(t => t.Y == Selected.Y + 1);
 }
Пример #7
0
 public void PlusX()
 {
     Selected = Tiles.Single(t => t.X == Selected.X + 1);
 }
Пример #8
0
        //Calculate the 2D array of tiles, given the tile prefab
        private void loadTileArray(GameObject tileMapGameObject)
        {
            string strTileArray = "";

            Bounds mapBounds = tileMapGameObject.GetComponentInChildren<Renderer>().bounds;

            int tileWidth = (int)Math.Ceiling(mapBounds.size.x / Tile.TILE_SIZE);
            int tileHeight = (int)Math.Ceiling(mapBounds.size.y / Tile.TILE_SIZE);

            tileArray = new Tile[tileWidth, tileHeight];
            for (int y = 0; y < tileHeight; y++)
            {
                for (int x = 0; x < tileWidth; x++)
                {
                    Vector3 center = new Vector3(x * Tile.TILE_SIZE + (Tile.TILE_SIZE / 2), -y * Tile.TILE_SIZE + (Tile.TILE_SIZE / 2), 0);
                    Vector3 size = new Vector3(Tile.TILE_SIZE, Tile.TILE_SIZE);
                    Bounds tileBounds = new Bounds(center, size);
                    bool empty = !checkCollision(tileBounds);
                    tileArray[x, y] = new Tile(x, y, empty);

                    strTileArray += empty ? "." : "#";
                }
                strTileArray += System.Environment.NewLine;
            }
            int i = 1;
        }