示例#1
0
        private void Update()
        {
            if (!isInited)
            {
                return;
            }
            if (Input.GetKeyDown(KeyCode.G))
            {
                RequestPathfinding(new PathfindingRequest
                {
                    agent       = testAgent,
                    destination = destination.position,
                    start       = testAgent.transform.position
                });
            }
            int count = 0;

            while (_requestQueue.Count != 0 && count < FRAME_HANDLE_COUNT)
            {
                PathfindingRequest   req = _requestQueue.Dequeue();
                PathfindingCoroutine pathfindingCoroutine = new PathfindingCoroutine(ProcessRequest(req));
                StartCoroutine(pathfindingCoroutine);
                count++;
            }
        }
示例#2
0
        private IEnumerator ProcessRequest(PathfindingRequest request)
        {
            NavMeshPath  navmeshPath = new NavMeshPath();
            Vector3      start       = request.start;
            Vector3      destination = request.destination;
            NavMeshAgent agent       = request.agent;

            Vector3[] abstractPath    = new Vector3[1000];
            int       wayPointCount   = 0;
            int       currentSeqIndex = 0;
            int       lastSeqIndex    = -1;

            NavmeshTile[] activeTiles = null;
            GenerateAbstractPath(start, destination, ref abstractPath, ref wayPointCount, ref navmeshPath);
            yield return(_endOfFrame);

            List <TileIdentifier> passedTileList = MarkPassedNavmeshTile(ref abstractPath, ref wayPointCount);

            yield return(_endOfFrame);

            identifiers = passedTileList;
            while (!HasReachedDestination(agent, destination))
            {
                // 检查当前所处区块是否变化
                CheckAgentCurrentPosition(agent, activeTiles, ref currentSeqIndex);

                if (lastSeqIndex == currentSeqIndex)
                {
                    // 仍然处于当前区块
                    yield return(_endOfFrame);
                }
                // 需要加载新区块
                else
                {
                    lastSeqIndex = currentSeqIndex;

                    GenerateNavmeshTile(passedTileList, ref activeTiles, currentSeqIndex);
                    yield return(_endOfFrame);

                    GenerateTileLink(ref activeTiles);
                    yield return(_endOfFrame);

                    GenerateDetailedPath(agent, activeTiles, destination);
                    yield return(_endOfFrame);

                    TryMoveAgent();
                }
            }
            for (int i = 0; i < activeTiles.Length; i++)
            {
                if (activeTiles[i] != null)
                {
                    activeTiles[i].ReturnToPool();
                }
            }
            yield return(_endOfFrame);
        }
示例#3
0
 public void RequestPathfinding(PathfindingRequest request)
 {
     _requestQueue.Enqueue(request);
 }