mirror of
https://github.com/DerTyp7/fps-citybuild-unity.git
synced 2025-10-30 04:27:09 +01:00
120 lines
3.7 KiB
C#
120 lines
3.7 KiB
C#
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 = 40;
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private int cols = 40;
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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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void Start()
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{
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map = new PathNode[40, 40];
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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), 1f);
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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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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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FindClosestNode(new Vector3(0.7f,2,0.7f));
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}
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private void AddAllNeigbors(Vector2 index) {
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if ((int)index.x - 1 >= 0 && (int) index.y - 1 >= 0 && !openList.Contains(map[(int)index.x - 1, (int)index.y - 1])) {
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openList.Add(map[(int)index.x - 1, (int)index.y - 1]);
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}
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if ((int)index.y - 1 >= 0 && !openList.Contains(map[(int)index.x, (int)index.y - 1]))
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{
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openList.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 && !openList.Contains(map[(int)index.x + 1, (int)index.y - 1]))
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{
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openList.Add(map[(int)index.x + 1, (int)index.y - 1]);
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}
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if ((int)index.x - 1 >= 0 && !openList.Contains(map[(int)index.x - 1, (int)index.y]))
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{
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openList.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 - 1 >= 0 && !openList.Contains(map[(int)index.x + 1, (int)index.y]))
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{
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openList.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 && !openList.Contains(map[(int)index.x - 1, (int)index.y + 1]))
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{
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openList.Add(map[(int)index.x - 1, (int)index.y + 1]);
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}
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if ((int)index.y + 1 <= cols && !openList.Contains(map[(int)index.x, (int)index.y + 1]))
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{
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openList.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 && !openList.Contains(map[(int)index.x + 1, (int)index.y + 1]))
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{
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openList.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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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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return null;
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}
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}
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public void QueryNodes() {
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PathNode currentNode;
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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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currentNode = map[r,c];
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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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}
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}
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