Files
fps-citybuild-unity/Assets/Scripts/PathMap.cs

120 lines
3.7 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PathMap : MonoBehaviour
{
private Vector3 position;
private PathNode[,] map;
private GameObject[,] ball;
private int rows = 40;
private int cols = 40;
private float spacing = 1f;
private float height = 0;
private PathNode[] uncheckedNodes;
private List<PathNode> openList;
private List<PathNode> closedList;
private List<PathNode> nextList;
void Start()
{
map = new PathNode[40, 40];
ball = new GameObject[rows, cols];
openList = new List<PathNode>();
closedList = new List<PathNode>();
nextList = new List<PathNode>();
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);
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));
}
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) {
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)];
}
else {
return null;
}
}
public void QueryNodes() {
PathNode currentNode;
for (int r = 0; r < rows; r++)
{
for (int c = 0; c < cols; c++)
{
currentNode = map[r,c];
}
}
}
// Update is called once per frame
void Update()
{
}
}