mirror of
https://github.com/DerTyp7/fps-citybuild-unity.git
synced 2025-10-29 20:22:08 +01:00
NPC Pathfinding COMPLETE
Completed Pathfinding system from Vector3 Position to Vector3 Position
This commit is contained in:
@@ -11,34 +11,52 @@ public class NPCController : MonoBehaviour
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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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bool first = false;
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bool second = false;
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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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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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startPoint = new Vector3(0, 0, 0);
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endPoint = new Vector3(200, 0, 900);
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rows = 30;
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Map = new PathMap(new Vector3(0, 0, 0), rows, rows, 900);
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Map.setupMapWithNextLayer();
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List<PathNode> parentPath;
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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[x, y].Position;
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}
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}
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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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if (Input.GetButtonDown("Fire1") && !first)
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{
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first = true;
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Debug.Log(Time.time * 1000);
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path = Map.LowerQueryNodes(startPoint, endPoint);
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}
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else if(!second && first){
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second = true;
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Debug.Log(Time.time * 1000);
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if (path != null && true)
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{
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for (int i = 0; i < path.Count - 1; i++)
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{
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float x = path[i].Position.x;
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float y = path[i].Position.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 = path[i].Position;
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}
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}
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}
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}
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}
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@@ -71,8 +71,8 @@ public class PathMap
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{
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Generate();
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AddAllNeighbors();
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//addNextLayer();
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addNextLayer();
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//Add the references to the neighbors of all nodes
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@@ -98,12 +98,14 @@ public class PathMap
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public List<PathNode> QueryNodes(Vector3 Vstart, Vector3 Vend)
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{
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openList = new List<PathNode>();
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closedList = new List<PathNode>();
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path = new List<PathNode>();
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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 = FindClosestNode(Vend);
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Debug.Log(start);
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Debug.Log("Searching a path from " + start.Position + " to " + end.Position);
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openList.Add(start);
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@@ -112,7 +114,7 @@ public class PathMap
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while (!finished)
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{
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d++;
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if (d > 1000)
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if (d > 2025)
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{
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Debug.Log("Too many trys");
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return null;
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@@ -123,7 +125,15 @@ public class PathMap
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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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if (openList.Count != 0)
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{
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current = openList[winner];
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}
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else
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{
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Debug.Log("Fuck");
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return null;
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}
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openList.RemoveAt(winner);
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closedList.Add(current);
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@@ -164,7 +174,6 @@ public class PathMap
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}
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else
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{
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Debug.Log("Path Has Been Found");
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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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@@ -174,29 +183,60 @@ public class PathMap
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}
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path.Add(start);
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finished = true;
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Debug.Log("Path Has Been Found with " + path.Count + " nodes.");
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return path;
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}
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}
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return null;
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}
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public List<PathNode> LowerQueryNodes(Vector3 Vstart, Vector3 Vend, PathNode[] parentPath)
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private bool isInParent(List<PathNode> path, Vector2Int index)
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{
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bool finished = false;
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for (int i = 0; i < path.Count; i++)
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{
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PathNode start = FindClosestNode(Vstart);
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if (path[i].index == index) { return true; }
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}
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return false;
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}
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public List<PathNode> LowerQueryNodes(Vector3 Vstart, Vector3 Vend)
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{
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List<PathNode> excludeNodes = new List<PathNode>();
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List<PathNode> parentPath = QueryNodes(Vstart, Vend);
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if (parentPath == null)
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{
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Debug.Log("The Parent didnt find the end!");
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return null;
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}
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//Reseting all the lists.
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openList = new List<PathNode>();
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closedList = new List<PathNode>();
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path = new List<PathNode>();
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//Reseting some variables
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bool finished = false;
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PathNode current;
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//Setup for the start node
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PathNode start = parentPath[parentPath.Count - 1].lowerLevel.FindClosestNode(Vstart);
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start.Gscore = 0;
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PathNode end = FindClosestNode(Vend);
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openList.Add(start);
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//Setup for the end node
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PathNode end = parentPath[0].lowerLevel.FindClosestNode(Vend);
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Debug.Log("Searching a path from " + start.Position + " to " + end.Position + " but through the lower level.");
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openList.Add(start);
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PathNode current;
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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 > 1000)
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if (d > 40*40*40*40)
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{
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Debug.Log("Too many trys");
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return null;
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@@ -204,10 +244,17 @@ public class PathMap
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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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if (openList.Count != 0)
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{
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current = openList[winner];
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}
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else {
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Debug.Log("openlist is empty!");
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return null;
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}
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openList.RemoveAt(winner);
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closedList.Add(current);
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@@ -215,8 +262,9 @@ public class PathMap
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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) && !p.Blocked)
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if (!closedList.Contains(p) && !p.Blocked && isInParent(parentPath, p.parentIndex))
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{
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float tempG = current.Gscore + heuristic(p, current);
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bool newPath = false;
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if (openList.Contains(p))
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@@ -246,7 +294,7 @@ public class PathMap
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}
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else
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{
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Debug.Log("Path Has Been Found");
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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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@@ -255,110 +303,24 @@ public class PathMap
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temp = temp.Previous;
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}
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path.Add(start);
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Debug.Log("Path Has Been Found with " + path.Count + " nodes.");
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finished = true;
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return path;
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}
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if (openList.Count == 0)
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{
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Debug.Log(d);
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excludeNodes.Add(current);
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Debug.Log("Could not find a path!");
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return null;
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}
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}
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return null;
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}
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/* public void setupNeighborsLower() {
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//schleife f<>r alle parent Nodes
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for (int i = 0; i < rows;i++) {
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for (int j = 0; j < rows;j++)
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{
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for (int x = 0; x < rows; x++)
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{
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for (int y = 0; y < cols; y++)
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{
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//looking left and right and top and bottom
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for (int x = -1; x <= 1; x++)
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{
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for (int y = -1; y <= 1; y++)
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{
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if (x != 0 && y != 0)
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{
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if (!indexOutOfBounds(index.x + x, index.y + y, rows, cols))
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{
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map[(int)index.x, (int)index.y].neigbors.Add(map[(int)index.x + x, (int)index.y + y]);
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}
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else
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{
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//Rechts
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if (x == 1 && y == 0)
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{
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}
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//Links
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if (x == -1 && y == 0)
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{
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}
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//Oben
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if (x == 0 && y == -1)
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{
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}
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//Unten
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if (x == 0 && y == 1)
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{
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}
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//Diagonal
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//Oben-Rechts
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if (x == 1 && y == -1)
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{
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}
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//Unten-Rechts
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if (x == 1 && y == 1)
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{
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}
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//Unten-Links
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if (x == -1 && y == 1)
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{
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}
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//Oben-Links
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if (x == -1 && y == -1)
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{
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}*/
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public void addNextLayer()
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{
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@@ -371,7 +333,7 @@ public class PathMap
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{
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PathNode node = new PathNode();
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node.Position = new Vector3(this.position.x + i * spacing/rows,this.position.y,this.position.z + j * spacing/cols);
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node.Position = new Vector3(this.position.x + i * spacing / rows, this.position.y, this.position.z + j * spacing / cols);
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full[i, j] = node;
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}
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@@ -389,14 +351,8 @@ public class PathMap
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{
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if (!indexOutOfBounds(i + x, j + y, rows * rows, cols * cols))
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{
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//try
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//{
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full[i, j].neigbors.Add(full[i + x, j + y]);
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//}
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//catch
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//{
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// Debug.Log("poggers");
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//}
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full[i, j].neigbors.Add(full[i + x, j + y]);
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}
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}
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}
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@@ -405,7 +361,7 @@ public class PathMap
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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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@@ -418,15 +374,15 @@ public class PathMap
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{
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for (int j = 0; j < cols; j++)
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{
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PathNode n = full[r*rows+i,c*cols + j];
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Debug.Log(n);
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node.lowerLevel.map[i,j].index = new Vector2Int(i, j);
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node.ConditionWeight = 1 + (float)Random.Range(1, 1000) / 1000;
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node.lowerLevel.map[i, j] = node;
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PathNode n = full[r * rows + i, c * cols + j];
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n.index.Set(i, j);
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n.parentIndex.Set(r, c);
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n.ConditionWeight = 1 + (float)Random.Range(1, 1000) / 1000;
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node.lowerLevel.map[i, j] = n;
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}
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}
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node.lowerLevel.parent = this;
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node.lowerLevel.parent = this;
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node.HasLowerLevel = true;
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@@ -445,7 +401,7 @@ public class PathMap
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return dist1 + dist2;
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}
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private PathNode FindClosestNode(Vector3 pos)
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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 && false)
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{
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@@ -462,7 +418,6 @@ private PathNode FindClosestNode(Vector3 pos)
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{
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best.Set(r, c);
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}
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}
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}
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return map[best.x, best.y];
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@@ -511,10 +466,6 @@ private PathNode FindClosestNode(Vector3 pos)
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}
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}
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}
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}
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}
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@@ -23,6 +23,8 @@ public class PathNode
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{
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neigbors = new List<PathNode>();
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position = Vector3.zero;
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index = new Vector2Int(0,0);
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parentIndex = new Vector2Int(0,0);
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scoreG = Mathf.Infinity;
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scoreF = Mathf.Infinity;
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scoreH = Mathf.Infinity;
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