mirror of
https://github.com/DerTyp7/fps-citybuild-unity.git
synced 2025-10-30 12:37:08 +01:00
merged mit noah und juilius
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230
Assets/Scripts/PathMap.cs
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230
Assets/Scripts/PathMap.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class PathMap : MonoBehaviour
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{
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private Vector3 position;
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private PathNode[,] map;
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private GameObject[,] ball;
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private int rows = 200;
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private int cols = 200;
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private float spacing = 1f;
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private float height = 0;
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private PathNode[] uncheckedNodes;
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private List<PathNode> openList;
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private List<PathNode> closedList;
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private List<PathNode> nextList;
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private List<PathNode> path;
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void Start()
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{
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path = new List<PathNode>();
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map = new PathNode[1000, 1000];
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ball = new GameObject[rows, cols];
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openList = new List<PathNode>();
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closedList = new List<PathNode>();
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nextList = new List<PathNode>();
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for (int r = 0; r < rows; r++)
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{
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for (int c = 0; c < cols; c++)
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{
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PathNode node = new PathNode(new Vector3(r * spacing, height, c * spacing));
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node.index = new Vector2(r, c);
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map[r, c] = node;
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}
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}
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for (int r = 0; r < rows; r++)
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{
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for (int c = 0; c < cols; c++)
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{
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AddAllNeighbors(new Vector2(r, c));
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}
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}
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for (int r = 0; r < rows; r++)
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{
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for (int c = 0; c < cols; c++)
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{
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GameObject sphere = GameObject.CreatePrimitive(PrimitiveType.Sphere);
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sphere.transform.position = map[r, c].Position;
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ball[r, c] = sphere;
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}
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}
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QueryNodes(new Vector3(0.7f, 2, 0.7f), new Vector3(2.5f, 0, 2.5f));
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}
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private void AddAllNeighbors(Vector2 index)
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{
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if ((int)index.x - 1 >= 0 && (int)index.y - 1 >= 0)
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{
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map[(int)index.x, (int)index.y].neigbors.Add(map[(int)index.x - 1, (int)index.y - 1]);
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}
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if ((int)index.y - 1 >= 0)
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{
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map[(int)index.x, (int)index.y].neigbors.Add(map[(int)index.x, (int)index.y - 1]);
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}
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if ((int)index.x + 1 < rows && (int)index.y - 1 >= 0)
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{
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map[(int)index.x, (int)index.y].neigbors.Add(map[(int)index.x + 1, (int)index.y - 1]);
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}
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if ((int)index.x - 1 >= 0)
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{
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map[(int)index.x, (int)index.y].neigbors.Add(map[(int)index.x - 1, (int)index.y]);
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}
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if ((int)index.x + 1 < rows && (int)index.y >= 0)
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{
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map[(int)index.x, (int)index.y].neigbors.Add(map[(int)index.x + 1, (int)index.y]);
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}
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if ((int)index.x - 1 >= 0 && (int)index.y + 1 < cols)
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{
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map[(int)index.x, (int)index.y].neigbors.Add(map[(int)index.x - 1, (int)index.y + 1]);
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}
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if ((int)index.y + 1 < cols)
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{
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map[(int)index.x, (int)index.y].neigbors.Add(map[(int)index.x, (int)index.y + 1]);
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}
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if ((int)index.x + 1 < rows && (int)index.y + 1 < cols)
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{
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map[(int)index.x, (int)index.y].neigbors.Add(map[(int)index.x + 1, (int)index.y + 1]);
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}
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}
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private PathNode FindClosestNode(Vector3 pos)
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{
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if (pos.x > 0 && pos.x < rows * spacing && pos.z > 0 && pos.z < cols * spacing)
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{
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//Destroy(ball[Mathf.RoundToInt(pos.x / spacing), Mathf.RoundToInt(pos.z / spacing)]);
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return map[Mathf.RoundToInt(pos.x / 2), Mathf.RoundToInt(pos.z / 2)];
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}
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else
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{
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return null;
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}
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}
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public void QueryNodes(Vector3 Vstart, Vector3 Vend)
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{
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bool finished = false;
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PathNode start = FindClosestNode(Vstart);
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start.Gscore = 0;
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PathNode end = map[199, 150];
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Debug.Log(end.index);
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openList.Add(start);
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PathNode current;
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Debug.Log(Time.time);
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int d = 0;
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while (!finished)
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{
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d++;
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if (d > 10000)
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{
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Debug.Log("Mist");
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return;
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}
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int winner = 0;
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for (int i = 0; i < openList.Count; i++)
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{
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if (openList[i].Fscore < openList[winner].Fscore) winner = i;
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}
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current = openList[winner];
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openList.RemoveAt(winner);
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closedList.Add(current);
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Destroy(ball[(int)current.index.x, (int)current.index.y]);
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if (current != end)
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{
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foreach (PathNode p in current.neigbors)
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{
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if (!closedList.Contains(p))
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{
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float tempG = current.Gscore + heuristic(p.Position, current.Position);
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bool newPath = false;
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if (openList.Contains(p))
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{
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if (tempG < p.Gscore)
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{
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p.Gscore = tempG;
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newPath = true;
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}
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}
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else
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{
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p.Gscore = tempG;
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newPath = true;
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openList.Add(p);
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}
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if (newPath)
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{
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p.Hscore = heuristic(p.Position, end.Position);
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p.Fscore = p.Gscore + p.Hscore;
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p.Previous = current;
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}
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}
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}
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}
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else
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{
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PathNode temp = end;
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path.Add(temp);
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while (temp.Previous != null)
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{
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path.Add(temp.Previous);
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temp = temp.Previous;
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}
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Debug.Log(path.Count);
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Debug.Log("yeet it finished");
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Debug.Log(Time.time);
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for (int i = path.Count - 1; i >= 0;i-- )
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{
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//Debug.Log(path[i].index);
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}
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finished = true;
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}
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}
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}
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private float heuristic(Vector3 pos1, Vector3 pos2)
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{
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return Vector3.Distance(pos1, pos2);
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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