Pathfinding rework

Pulled the whole thing apart and glued it back together
This commit is contained in:
juliuse98
2021-09-30 17:38:44 +02:00
parent c2f412b62e
commit 6deadb9c22
5 changed files with 400 additions and 103 deletions

View File

@@ -8,32 +8,31 @@ public class NPCController : MonoBehaviour
PathMap Map;
private GameObject[,] ball;
public List<PathNode> path;
private int rows;
[SerializeField] Vector3 startPoint;
[SerializeField] Vector3 endPoint;
// Start is called before the first frame update
void Start()
{
ball = new GameObject[30, 30];
Map = new PathMap(new Vector3(0, 0, 0), 30, 30, 30);
for (int r = 0; r < 30; r++)
{
for (int c = 0; c < 30; c++)
{
startPoint = new Vector3(0,0,0);
endPoint = new Vector3(100,0,100);
rows = 45;
Map = new PathMap(new Vector3(0, 0, 0), rows, rows, 100);
Debug.Log("yeet");
Map.setupMapWithNextLayer();
//Looking through the low res search
//path = Map.QueryNodes(startPoint,endPoint);
if (path != null) {
for (int i = 0; i < path.Count - 1; i++) {
int x = path[i].index.x;
int y = path[i].index.y;
Debug.Log(path[i].index);
Debug.Log(path[i].Position);
GameObject sphere = GameObject.CreatePrimitive(PrimitiveType.Cube);
sphere.transform.position = Map.map[r, c].Position;
ball[r, c] = sphere;
sphere.transform.position = Map.map[x, y].Position;
}
}
path = Map.QueryNodes(new Vector3(0,0, 0), new Vector3(100, 0,100));
//Debug.Log("yeet");
Debug.Log(path.Count);
Debug.Log((int)path[0].index.x + " "+ (int)path[0].index.y);
for (int i = 0; i < path.Count - 1; i++) {
int x = path[i].index.x;
int y = path[i].index.y;
Destroy(ball[x, y]);
}
}