Пример #1
0
        public void Cache(NodeGrid2D grid)
        {
            neighbours = new Neighbours();
            for (int x = -1; x <= 1; x++)
            {
                for (int y = -1; y <= 1; y++)
                {
                    // We don't want to cache the node itself as neighbor.
                    if (x == 0 && y == 0)
                    {
                        continue;
                    }

                    int checkX = X + x;
                    int checkY = Y + y;

                    bool canAdd = (checkX >= 0 && checkX < grid.gridX) && (checkY >= 0 && checkY < grid.gridY);

                    if (!canAdd)
                    {
                        continue;
                    }

                    bool isDiagonal = (x != 0 && y != 0);

                    // Comment out this line to enable diagonals
                    // if (isDiagonal) { continue; }

                    neighbours.Add(new BaseNode(checkX, checkY), isDiagonal);
                }
            }
        }
        void Start()
        {
            player = GameLibOfMethods.player;
            spr    = FindObjectOfType <SpriteControler>();
            anim   = GameLibOfMethods.animator;
            rb     = player.GetComponent <Rigidbody2D>();
            grid   = NodeGridManager.GetGrid(PathFinding.Resolution.High);
            col    = player.GetComponent <Collider2D>();

            contactFilter = new ContactFilter2D();
            contactFilter.SetLayerMask(GameLibOfMethods.Instance.InteractablesLayer);
        }
Пример #3
0
        void Start()
        {
            spr = FindObjectOfType <SpriteControler>();

            player          = Player.gameObject;
            anim            = Player.anim;
            rb              = Player.rb;
            grid            = NodeGridManager.GetGrid(PathFinding.Resolution.High);
            col             = Player.col;
            playerTransform = Player.transform;

            contactFilter = new ContactFilter2D();
            contactFilter.SetLayerMask(LayerMask.GetMask("MouseOverCollider"));
        }
Пример #4
0
 void Start() => grid = NodeGridManager.GetGrid(resolution);
Пример #5
0
        public static Node ClosestWalkable(Node closestTo, Resolution resolution)
        {
            grid     = NodeGridManager.GetGrid(resolution);
            nodeGrid = grid.nodeGrid;

            // First, check if any of the neighbors are walkable
            BaseNode[] neighbors = closestTo.neighbours.directionNeighbours;

            X = closestTo.X;
            Y = closestTo.Y;

            maxX = nodeGrid.GetLength(0) - 1;
            maxY = nodeGrid.GetLength(1) - 1;

            helperList.Clear();


            // Find Closest Left
            helperList.Add(ClosestToOrigin(decrease, stay));

            // Find Closest Right
            helperList.Add(ClosestToOrigin(increase, stay));

            // Find Closest Top
            helperList.Add(ClosestToOrigin(stay, increase));

            // Find Closest Bot
            helperList.Add(ClosestToOrigin(stay, decrease));

            // Find Closest Diags
            helperList.Add(ClosestToOrigin(decrease, decrease));
            helperList.Add(ClosestToOrigin(decrease, increase));
            helperList.Add(ClosestToOrigin(increase, decrease));
            helperList.Add(ClosestToOrigin(increase, increase));

            // Find Most efficient Node
            int  minDist     = int.MaxValue;
            Node closestNode = null;

            foreach (Node n in helperList)
            {
                if (n == null)
                {
                    continue;
                }

                int dist = heuristic(n, closestTo);
                if (dist >= minDist)
                {
                    continue;
                }

                minDist     = dist;
                closestNode = n;
            }

            if (closestNode == null)
            {
                Debug.LogError("Couldn't find valid node on " + grid.PosFromNode(closestTo));
                return(closestTo);
            }
            else
            {
                return(closestNode);
            }
        }