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https://github.com/DerTyp7/grow-ai-unity.git
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@@ -8,7 +8,7 @@ public class Grid<TGridObject>
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int width, height;
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float cellSize;
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Vector3 originPosition;
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TGridObject[,] gridArray;
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public TGridObject[,] gridArray;
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bool showDebug = true;
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@@ -194,7 +194,6 @@ public class GridBuildingSystem : MonoBehaviour
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public GameObject PlaceBuilding(Vector3 position)
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{
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Debug.Log("HALLO");
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position = new Vector3(position.x, position.y);
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buildingGrid.GetXY(position, out int x, out int y);
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@@ -214,7 +213,7 @@ public class GridBuildingSystem : MonoBehaviour
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}
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else
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{
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Debug.Log("Cannot build here!" + " " + position);
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//Debug.Log("Cannot build here!" + " " + position);
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}
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return null;
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}
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@@ -1,5 +1,3 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class PathfindingSystem : MonoBehaviour
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@@ -15,10 +15,12 @@ public class PathNode {
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public bool isWalkable;
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public PathNode cameFromNode;
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public PathNode(Grid<PathNode> grid, int x, int y) {
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this.grid = grid;
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this.x = x;
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this.y = y;
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public List<PathNode> neighbourList = new List<PathNode>();
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public PathNode(Grid<PathNode> _grid, int _x, int _y) {
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grid = _grid;
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x = _x;
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y = _y;
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isWalkable = false;
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}
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@@ -1,7 +1,7 @@
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using System.Collections;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Pathfinding {
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private const int MOVE_STRAIGHT_COST = 10;
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@@ -16,6 +16,11 @@ public class Pathfinding {
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public Pathfinding(int width, int height, float cellSize) {
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Instance = this;
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grid = new Grid<PathNode>(width, height, cellSize, Vector3.zero, (Grid<PathNode> g, int x, int y) => new PathNode(g, x, y));
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foreach (PathNode node in grid.gridArray) {
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node.neighbourList = GetNeighbourList(node);
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}
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}
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public Grid<PathNode> GetGrid() {
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@@ -39,6 +44,8 @@ public class Pathfinding {
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}
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public List<PathNode> FindPath(int startX, int startY, int endX, int endY, bool ignoreIsWalkable = false) {
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var timer = new System.Diagnostics.Stopwatch();
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timer.Start();
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PathNode startNode = grid.GetGridObject(startX, startY);
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PathNode endNode = grid.GetGridObject(endX, endY);
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@@ -67,13 +74,16 @@ public class Pathfinding {
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PathNode currentNode = GetLowestFCostNode(openList);
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if (currentNode == endNode) {
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// Reached final node
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timer.Stop();
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TimeSpan timeTaken = timer.Elapsed;
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Debug.Log("Time taken: " + timeTaken.ToString(@"m\:ss\.fff"));
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return CalculatePath(endNode);
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}
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openList.Remove(currentNode);
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closedList.Add(currentNode);
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foreach (PathNode neighbourNode in GetNeighbourList(currentNode)) {
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foreach (PathNode neighbourNode in currentNode.neighbourList) {
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if (closedList.Contains(neighbourNode)) continue;
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if (!neighbourNode.isWalkable && !ignoreIsWalkable) { // If neighbouring node is not walkable instantly add them to closed
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closedList.Add(neighbourNode);
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@@ -6,7 +6,7 @@ public class Way : PlacedObject
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{
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public override void OnPlace()
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{
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Debug.Log("Placed Way");
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//Debug.Log("Placed Way");
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}
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}
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