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https://github.com/DerTyp7/fps-citybuild-unity.git
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Pathfinding rework
Pulled the whole thing apart and glued it back together
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@@ -8,32 +8,31 @@ public class NPCController : MonoBehaviour
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PathMap Map;
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private GameObject[,] ball;
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public List<PathNode> path;
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private int rows;
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[SerializeField] Vector3 startPoint;
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[SerializeField] Vector3 endPoint;
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// Start is called before the first frame update
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void Start()
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{
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ball = new GameObject[30, 30];
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Map = new PathMap(new Vector3(0, 0, 0), 30, 30, 30);
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for (int r = 0; r < 30; r++)
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{
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for (int c = 0; c < 30; c++)
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{
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startPoint = new Vector3(0,0,0);
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endPoint = new Vector3(100,0,100);
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rows = 45;
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Map = new PathMap(new Vector3(0, 0, 0), rows, rows, 100);
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Debug.Log("yeet");
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Map.setupMapWithNextLayer();
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//Looking through the low res search
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//path = Map.QueryNodes(startPoint,endPoint);
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if (path != null) {
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for (int i = 0; i < path.Count - 1; i++) {
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int x = path[i].index.x;
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int y = path[i].index.y;
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Debug.Log(path[i].index);
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Debug.Log(path[i].Position);
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GameObject sphere = GameObject.CreatePrimitive(PrimitiveType.Cube);
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sphere.transform.position = Map.map[r, c].Position;
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ball[r, c] = sphere;
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sphere.transform.position = Map.map[x, y].Position;
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}
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}
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path = Map.QueryNodes(new Vector3(0,0, 0), new Vector3(100, 0,100));
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//Debug.Log("yeet");
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Debug.Log(path.Count);
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Debug.Log((int)path[0].index.x + " "+ (int)path[0].index.y);
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for (int i = 0; i < path.Count - 1; i++) {
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int x = path[i].index.x;
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int y = path[i].index.y;
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Destroy(ball[x, y]);
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}
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}
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