public GetQuadTreeItemFor ( Vector3 vec, Vector3 size, int maxDepth ) : List |
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vec | Vector3 | |
size | Vector3 | |
maxDepth | int | |
return | List |
List <GameObject> GetGameObjectsOnTheWay(Vector3 start, Vector3 end) { List <GameObject> result = new List <GameObject>(); QuadTree qt = GameObject.Find("QuadTreeGenerator").GetComponent <QuadTree>(); float dx = end.x - start.x; float dy = end.y - start.y; float lastX = start.x, lastY = y1; for (float x = start.x; x < end.x; x++) { float y = y1 + (dy) * (x - x1) / (dx); if (Mathf.Abs(lastX - x) > 1 || Mathf.Abs(lastY - y) > 1) { QuadTreeItem qti = qt.GetQuadTreeItemFor(new Vector3(x, 0.0f, y), 1); result.AddRange(qti.GameObjects); lastX = x; lastY = y; } } return(result); }
void Update() { if (!LoadingCorrupted && Generator.generatorDone && !FileLoaded && SaveFileExist() && !GenerationDone) { FileLoaded = LoadFile(); if (FileLoaded == false) { LoadingCorrupted = true; } else { GenerationDone = true; Debug.Log("Waypoints succesfully loaded from file"); SaveToFile(); } } else if (!GenerationDone && QuadTree.generationDone && Generator.generatorDone) { for (int i = 0; i < pathNodes.Count; i++) { if (pathNodes[i] != null) { pathNodes[i].nodeValid = false; pathNodes[i] = null; } } pathNodes.Clear(); Debug.Log("Waypoint generation"); QuadTree qt = GameObject.Find("QuadTreeGenerator").GetComponent <QuadTree>(); float startX = CenterX - Width / 2.0f; float startY = CenterY - Width / 2.0f; float endX = CenterX + Width / 2.0f; float endY = CenterY + Width / 2.0f; matrix = new PathNode[(int)Width][]; for (int x = 0; x < Width; x += 1) { matrix[x] = new PathNode[(int)Width]; for (int y = 0; y < Width; y += 1) { matrix[x][y] = null; } } int x1, y1; float xf; float yf; for (xf = startX, x1 = 0; xf < endX && x1 < Width; xf += Step, x1++) { for (yf = startY, y1 = 0; yf < endY && y1 < Width; yf += Step, y1++) { Vector3 position = new Vector3(xf, 0.5f, yf); //List<GameObject> result = qt.GetObjectsInside(position); QuadTreeItem qi = qt.GetQuadTreeItemFor(position, 4); if (qi == null || qi.GameObjects == null) { continue; } GameObject closest = GetClosestObject(qi, position); if (IsInside(qi.GameObjects, position)) { continue; } if (closest == null || (closest != null && Vector3.Distance(closest.transform.position, position) > 1.0f)) { PrepareNode(x1, y1, position, "regular generation"); } else { matrix[x1][y1] = null; } } } //SaveToFile(); GenerationDone = true; GameObject enemyGenerator = GameObject.Find("EnemyGenerator"); if (QuadTree.waypointsNeedRegeneration) { enemyGenerator.GetComponent <EnemyGenerator>().WaypointSystemChangedCallback(); } QuadTree.waypointsNeedRegeneration = false; } else if (QuadTree.waypointsNeedRegeneration && !QuadTree.rebuildingQuadTree) { QuadTree qt = GameObject.Find("QuadTreeGenerator").GetComponent <QuadTree>(); Debug.Log("Regenerating waypoints (selective)"); float startX = CenterX - Width / 2.0f; float startY = CenterY - Width / 2.0f; float endX = CenterX + Width / 2.0f; float endY = CenterY + Width / 2.0f; int x1, y1; float xf, yf; Debug.Log("Qti's to regenerate: " + qt.qtisToRegenerate.Count); foreach (QuadTreeItem qti in qt.qtisToRegenerate) { for (xf = startX, x1 = 0; xf < endX && x1 < Width; xf += Step, x1++) { for (yf = startY, y1 = 0; yf < endY && y1 < Width; yf += Step, y1++) { Vector3 position = new Vector3(xf, 0.5f, yf); if (OOBCollisionDetection.AreBoxexOverlapping(qti.Size, qti.Position, new Vector3(Step, Step, Step), position)) { if (IsInside(qti.GameObjects, position)) { PathNodeDelete(position); continue; } if (matrix[x1][y1] != null && matrix[x1][y1].nodeEnabled) { continue; } GameObject closest = GetClosestObject(qti, position); if (closest == null || (closest != null && Vector3.Distance(closest.transform.position, position) > 1.0f)) { PrepareNode(x1, y1, position, "regenerate" + qti.name); } } } } } qt.qtisToRegenerate.Clear(); GameObject enemyGenerator = GameObject.Find("EnemyGenerator"); enemyGenerator.GetComponent <EnemyGenerator>().WaypointSystemChangedCallback(); QuadTree.waypointsNeedRegeneration = false; } }