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			231 lines
		
	
	
		
			6.2 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			231 lines
		
	
	
		
			6.2 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
| using System.Collections;
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| using System.Collections.Generic;
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| using UnityEngine;
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| 
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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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| 
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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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| 
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|     private List<PathNode> path;
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| 
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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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| 
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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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|         }
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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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|         }
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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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|         }
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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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| 
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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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| 
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| 
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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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| 
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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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| 
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|         bool finished = false;
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| 
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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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| 
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|         openList.Add(start);
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| 
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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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| 
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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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| 
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| 
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| 
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|             if (current != end)
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|             {
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| 
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|                
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| 
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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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| 
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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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| 
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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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|                         }
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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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|                         }
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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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|                 }
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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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|     }
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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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|     }
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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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|     }
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| }
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| 
 | 
