PathMap Class

+Made the PathMap into a standalone class
This commit is contained in:
juliuse98
2021-09-28 11:22:17 +02:00
parent be3906af4d
commit c2f412b62e
5 changed files with 280 additions and 79 deletions

View File

@@ -308,6 +308,7 @@ GameObject:
serializedVersion: 6
m_Component:
- component: {fileID: 1438121555}
- component: {fileID: 1438121556}
m_Layer: 0
m_Name: Map
m_TagString: Untagged
@@ -329,3 +330,15 @@ Transform:
m_Father: {fileID: 0}
m_RootOrder: 2
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &1438121556
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1438121554}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: ef9b1c03bb478e84b931f1cbb3bbab8c, type: 3}
m_Name:
m_EditorClassIdentifier:

View File

@@ -0,0 +1,45 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NPCController : MonoBehaviour
{
PathMap Map;
private GameObject[,] ball;
public List<PathNode> path;
// 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++)
{
GameObject sphere = GameObject.CreatePrimitive(PrimitiveType.Cube);
sphere.transform.position = Map.map[r, c].Position;
ball[r, c] = sphere;
}
}
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]);
}
}
// Update is called once per frame
void Update()
{
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: ef9b1c03bb478e84b931f1cbb3bbab8c
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,3 +1,5 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
@@ -6,12 +8,32 @@ public class PathNode
{
private Vector3 position;
public Vector2 index;
private float score;
public PathNode(Vector3 Pos, float Score) {
public Vector2Int index;
private float scoreF;
private float scoreG;
private float scoreH;
public List<PathNode> neigbors;
private PathMap lowerLevel;
private PathNode previous;
public PathNode(Vector3 Pos)
{
neigbors = new List<PathNode>();
position = Pos;
score = Score;
scoreG = Mathf.Infinity;
scoreF = Mathf.Infinity;
scoreH = Mathf.Infinity;
}
public void activateNextLevel()
{
//lowerLevel = new PathMap(30, 30, float width, float height);
}
public Vector3 Position { get => position; set => position = value; }
public float Hscore { get => scoreH; set => scoreH = value; }
public float Gscore { get => scoreG; set => scoreG = value; }
public float Fscore { get => scoreF; set => scoreF = value; }
public PathNode Previous { get => previous; set => previous = value; }
}

View File

@@ -2,118 +2,228 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PathMap : MonoBehaviour
public class PathMap
{
private Vector3 position;
private PathNode[,] map;
private GameObject[,] ball;
private int rows = 40;
private int cols = 40;
public PathNode[,] map;
private int rows = 30;
private int cols = 30;
private float spacing = 1f;
private float height = 0;
public Terrain t;
private float w, h;
private PathNode[] uncheckedNodes;
private List<PathNode> openList;
private List<PathNode> closedList;
private List<PathNode> nextList;
void Start()
private List<PathNode> path;
public PathMap(Vector3 Position, int Rows, int Cols, float Width)
{
map = new PathNode[40, 40];
ball = new GameObject[rows, cols];
position = Position;
rows = Rows;
cols = Cols;
w = Width;
//Array of all pathnodes in this chunk.
map = new PathNode[rows, cols];
//only for debugging
openList = new List<PathNode>();
closedList = new List<PathNode>();
nextList = new List<PathNode>();
//Path that will be returned at the end.
path = new List<PathNode>();
//Add all nodes into the map.
for (int r = 0; r < rows; r++)
{
for (int c = 0; c < cols; c++)
{
PathNode node = new PathNode(new Vector3(r * spacing, height, c * spacing), 1f);
node.index = new Vector2(r,c);
PathNode node = new PathNode(new Vector3(position.x + r * spacing, position.y + height, position.z + c * spacing));
node.index = new Vector2Int(r, c);
map[r, c] = node;
}
}
for (int r = 0; r < rows; r++)
{
for (int c = 0; c < cols; c++)
{
GameObject sphere = GameObject.CreatePrimitive(PrimitiveType.Sphere);
sphere.transform.position = map[r,c].Position;
ball[r,c] = sphere;
}
}
FindClosestNode(new Vector3(0.7f,2,0.7f));
//Add the references to the neighbors of all nodes
AddAllNeighbors();
}
private void AddAllNeigbors(Vector2 index) {
if ((int)index.x - 1 >= 0 && (int) index.y - 1 >= 0 && !openList.Contains(map[(int)index.x - 1, (int)index.y - 1])) {
openList.Add(map[(int)index.x - 1, (int)index.y - 1]);
}
if ((int)index.y - 1 >= 0 && !openList.Contains(map[(int)index.x, (int)index.y - 1]))
{
openList.Add(map[(int)index.x, (int)index.y - 1]);
}
if ((int)index.x + 1 <= rows && (int)index.y - 1 >= 0 && !openList.Contains(map[(int)index.x + 1, (int)index.y - 1]))
{
openList.Add(map[(int)index.x + 1, (int)index.y - 1]);
}
if ((int)index.x - 1 >= 0 && !openList.Contains(map[(int)index.x - 1, (int)index.y]))
{
openList.Add(map[(int)index.x - 1, (int)index.y]);
}
if ((int)index.x + 1 <= rows && (int)index.y - 1 >= 0 && !openList.Contains(map[(int)index.x + 1, (int)index.y]))
{
openList.Add(map[(int)index.x + 1, (int)index.y]);
}
if ((int)index.x - 1 >= 0 && (int)index.y + 1 <= cols && !openList.Contains(map[(int)index.x - 1, (int)index.y + 1]))
{
openList.Add(map[(int)index.x - 1, (int)index.y + 1]);
}
if ((int)index.y + 1 <= cols && !openList.Contains(map[(int)index.x, (int)index.y + 1]))
{
openList.Add(map[(int)index.x, (int)index.y + 1]);
}
if ((int)index.x + 1 <= rows && (int)index.y + 1 <= cols && !openList.Contains(map[(int)index.x + 1, (int)index.y + 1]))
{
openList.Add(map[(int)index.x + 1, (int)index.y + 1]);
}
}
private PathNode FindClosestNode(Vector3 pos) {
private PathNode FindClosestNode(Vector3 pos)
{
if (pos.x > 0 && pos.x < rows * spacing && pos.z > 0 && pos.z < cols * spacing)
{
Destroy(ball[Mathf.RoundToInt(pos.x / spacing), Mathf.RoundToInt(pos.z / spacing)]);
return map[Mathf.RoundToInt(pos.x / 2), Mathf.RoundToInt(pos.z / 2)];
return map[Mathf.RoundToInt(pos.x / spacing), Mathf.RoundToInt(pos.z / spacing)];
}
else {
return null;
}
}
public void QueryNodes() {
PathNode currentNode;
Vector2Int best = new Vector2Int(0,0);
for (int r = 0; r < rows; r++)
{
for (int c = 0; c < cols; c++)
{
currentNode = map[r,c];
if (Vector3.Distance(map[best.x, best.y].Position, pos) > Vector3.Distance(map[r, c].Position, pos)) {
best.Set(r,c);
}
}
}
return map[best.x,best.y];
}
public List<PathNode> QueryNodes(Vector3 Vstart, Vector3 Vend)
{
bool finished = false;
PathNode start = FindClosestNode(Vstart);
start.Gscore = 0;
PathNode end = FindClosestNode(Vend);
Debug.Log("Searching a path from " + start.index + " to " + end.index);
openList.Add(start);
PathNode current;
int d = 0;
while (!finished)
{
d++;
if (d > 1000)
{
Debug.Log("Mist! Has not found a path");
return null;
}
int winner = 0;
for (int i = 0; i < openList.Count; i++)
{
if (openList[i].Fscore < openList[winner].Fscore) winner = i;
}
current = openList[winner];
openList.RemoveAt(winner);
closedList.Add(current);
if (current != end)
{
foreach (PathNode p in current.neigbors)
{
if (!closedList.Contains(p))
{
float tempG = current.Gscore + heuristic(p.Position, current.Position);
bool newPath = false;
if (openList.Contains(p))
{
if (tempG < p.Gscore)
{
p.Gscore = tempG;
newPath = true;
}
}
else
{
p.Gscore = tempG;
newPath = true;
openList.Add(p);
}
if (newPath)
{
p.Hscore = heuristic(p.Position, end.Position);
p.Fscore = p.Gscore + p.Hscore;
p.Previous = current;
}
}
}
}
else
{
Debug.Log("Path Has Been Found");
PathNode temp = end;
path.Add(temp);
while (temp.Previous != null)
{
path.Add(temp.Previous);
temp = temp.Previous;
}
path.Add(start);
finished = true;
return path;
}
}
return null;
}
private float heuristic(Vector3 pos1, Vector3 pos2)
{
//Calculates the HScore for a node.
return Vector3.Distance(pos1, pos2);
}
private void AddAllNeighbors()
{
for (int r = 0; r < rows; r++)
{
for (int c = 0; c < cols; c++)
{
AddNeighbors(new Vector2(r, c));
}
}
}
// Update is called once per frame
void Update()
private void AddNeighbors(Vector2 index)
{
//Adds references to all neigbors of a node.
if ((int)index.x - 1 >= 0 && (int)index.y - 1 >= 0)
{
map[(int)index.x, (int)index.y].neigbors.Add(map[(int)index.x - 1, (int)index.y - 1]);
}
if ((int)index.y - 1 >= 0)
{
map[(int)index.x, (int)index.y].neigbors.Add(map[(int)index.x, (int)index.y - 1]);
}
if ((int)index.x + 1 < rows && (int)index.y - 1 >= 0)
{
map[(int)index.x, (int)index.y].neigbors.Add(map[(int)index.x + 1, (int)index.y - 1]);
}
if ((int)index.x - 1 >= 0)
{
map[(int)index.x, (int)index.y].neigbors.Add(map[(int)index.x - 1, (int)index.y]);
}
if ((int)index.x + 1 < rows && (int)index.y >= 0)
{
map[(int)index.x, (int)index.y].neigbors.Add(map[(int)index.x + 1, (int)index.y]);
}
if ((int)index.x - 1 >= 0 && (int)index.y + 1 < cols)
{
map[(int)index.x, (int)index.y].neigbors.Add(map[(int)index.x - 1, (int)index.y + 1]);
}
if ((int)index.y + 1 < cols)
{
map[(int)index.x, (int)index.y].neigbors.Add(map[(int)index.x, (int)index.y + 1]);
}
if ((int)index.x + 1 < rows && (int)index.y + 1 < cols)
{
map[(int)index.x, (int)index.y].neigbors.Add(map[(int)index.x + 1, (int)index.y + 1]);
}
}
}
}