mirror of
https://github.com/DerTyp7/industrialize-unity.git
synced 2025-10-30 12:57:11 +01:00
new init
This commit is contained in:
@@ -14,20 +14,25 @@ public class GridBuildingSystem : MonoBehaviour
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PlacedObjectTypeSO selectedPlacedObjectTypeSO;
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Transform selectedGameObjectTransform;
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Vector3 conveyorStartPosition;
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List<GameObject> placingConveyorBlueprints = new List<GameObject>();
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bool isPlacingConveyor = false;
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public Color cannotBuildColor; // Maybe put this into every single PlacedObjectTypeSO for better customized use
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// Debug
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public List<PlacedObjectTypeSO> DEBUG_OBJS = new List<PlacedObjectTypeSO>();
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public class GridObject
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{
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int x, y;
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bool isAccessable; // if true, can be placed on -> To limit the building area in the future
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Grid<GridObject> grid;
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PlacedObject placedObject;
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public GridObject(Grid<GridObject> _grid, int _x, int _y, bool _isAccessable = true) // FOR DEBUG TRUE
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public GridObject(Grid<GridObject> _grid, int _x, int _y) // FOR DEBUG TRUE
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{
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grid = _grid;
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x = _x;
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y = _y;
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isAccessable = _isAccessable;
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}
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public void SetPlacedObject(PlacedObject newPlacedObject)
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{
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@@ -36,14 +41,13 @@ public class GridBuildingSystem : MonoBehaviour
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}
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public PlacedObject GetPlacedObject() => placedObject;
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public void ClearPlacedObject() => placedObject = null;
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public void SetIsAccessable(bool _isAccessable) => isAccessable = _isAccessable;
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public void SwitchIsAccessable() => isAccessable = !isAccessable;
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public bool IsAccessable() => isAccessable;
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public bool CanBuild()
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{
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return placedObject == null && isAccessable;
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return placedObject == null;
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}
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}
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void Awake()
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{
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if (instance == null)
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@@ -60,60 +64,43 @@ public class GridBuildingSystem : MonoBehaviour
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{
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if (selectedGameObjectTransform != null)
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{
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UpdateSelectedGameObject();
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if (selectedPlacedObjectTypeSO.placedObjectCategory == PlacedObjectTypeSO.PlacedObjectCategory.BUILDING)
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{
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UpdateSelectedBuilding();
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}
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if (selectedPlacedObjectTypeSO.placedObjectCategory == PlacedObjectTypeSO.PlacedObjectCategory.CONVEYOR)
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{
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UpdateSelectedConveyor();
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}
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}
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#region debug
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// DEBUG
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if (Input.GetKeyDown(KeyCode.Alpha1))
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{
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SelectBuilding(DEBUG_OBJS[0]);
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SelectPlacedObjectTypeSO(DEBUG_OBJS[0]);
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}
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if (Input.GetKeyDown(KeyCode.Alpha2))
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{
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SelectBuilding(DEBUG_OBJS[1]);
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SelectPlacedObjectTypeSO(DEBUG_OBJS[1]);
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}
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if (Input.GetKeyDown(KeyCode.Alpha3))
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{
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SelectBuilding(DEBUG_OBJS[2]);
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SelectPlacedObjectTypeSO(DEBUG_OBJS[2]);
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}
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if (Input.GetKeyDown(KeyCode.Alpha4))
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{
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SelectBuilding(DEBUG_OBJS[3]);
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SelectPlacedObjectTypeSO(DEBUG_OBJS[3]);
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}
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if (Input.GetKeyDown(KeyCode.Alpha5))
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{
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SelectBuilding(DEBUG_OBJS[4]);
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SelectPlacedObjectTypeSO(DEBUG_OBJS[4]);
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}
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if (Input.GetKeyDown(KeyCode.Alpha6))
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{
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SelectBuilding(DEBUG_OBJS[5]);
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}
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if (Input.GetKeyDown(KeyCode.Alpha7))
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{
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SelectBuilding(DEBUG_OBJS[6]);
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}
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if (Input.GetKeyDown(KeyCode.Alpha8))
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{
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SelectBuilding(DEBUG_OBJS[7]);
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}
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if (Input.GetKeyDown(KeyCode.Alpha9))
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{
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SelectBuilding(DEBUG_OBJS[8]);
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}
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#endregion
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}
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void UpdateSelectedGameObject()
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void UpdateSelectedBuilding()
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{
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Vector3 mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
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@@ -134,18 +121,128 @@ public class GridBuildingSystem : MonoBehaviour
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if (Input.GetMouseButtonDown(0))
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{
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PlaceBuilding(selectedGameObjectTransform.position);
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PlacePlacedObjectTypeSO(selectedGameObjectTransform.position, selectedPlacedObjectTypeSO);
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}
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if (Input.GetMouseButtonDown(1) || Input.GetKeyDown(KeyCode.Escape))
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{
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DeselectBuilding();
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DeselectPlacedObjectTypeSO();
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}
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}
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#region ConveyorPlacing
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void UpdateSelectedConveyor()
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{
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Vector3 mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
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buildingGrid.GetXY(mousePosition, out int x, out int y);
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selectedGameObjectTransform.position = buildingGrid.GetWorldPosition(x, y);
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if (Input.GetMouseButtonDown(0))
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{
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if (isPlacingConveyor == false)
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{
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conveyorStartPosition = buildingGrid.GetWorldPosition(x, y);
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isPlacingConveyor = true;
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}
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else
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{
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if (ConveyorCanBuild())
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{
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PlaceConveyorPath();
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isPlacingConveyor = false;
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}
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}
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}
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DrawConveyorPath();
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if (ConveyorCanBuild())
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{
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RecolorConveyorPath(Color.white);
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}
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else
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{
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RecolorConveyorPath(cannotBuildColor);
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}
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if (Input.GetMouseButtonDown(1) || Input.GetKeyDown(KeyCode.Escape))
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{
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ClearConveyorPath();
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DeselectPlacedObjectTypeSO();
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}
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}
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void PlaceConveyorPath()
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{
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if (placingConveyorBlueprints.Count > 0)
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{
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foreach (GameObject blueprint in placingConveyorBlueprints)
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{
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PlacePlacedObjectTypeSO(blueprint.transform.position, blueprint.gameObject.GetComponent<PlacedObject>().placedObjectTypeSO);
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}
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ClearConveyorPath();
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}
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}
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void ClearConveyorPath()
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{
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if (placingConveyorBlueprints.Count > 0)
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{
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foreach (GameObject blueprint in placingConveyorBlueprints)
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{
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Destroy(blueprint);
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}
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placingConveyorBlueprints.Clear();
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}
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}
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void DrawConveyorPath()
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{
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if (isPlacingConveyor == true)
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{
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Vector3 mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
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buildingGrid.GetXY(mousePosition, out int x, out int y);
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Vector3 endPosition = buildingGrid.GetWorldPosition(x, y);
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ClearConveyorPath();
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foreach (Vector3 position in Pathfinding.instance.FindPath(conveyorStartPosition, endPosition, true))
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{
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buildingGrid.GetXY(position, out x, out y);
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GameObject conveyorBlueprint = Instantiate(selectedPlacedObjectTypeSO.prefab.gameObject, new Vector3(x, y), Quaternion.identity);
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placingConveyorBlueprints.Add(conveyorBlueprint);
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}
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}
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}
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void RecolorConveyorPath(Color color)
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{
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foreach (GameObject blueprint in placingConveyorBlueprints)
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{
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blueprint.GetComponent<SpriteRenderer>().color = color;
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}
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}
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bool ConveyorCanBuild()
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{
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bool canBuild = true;
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foreach (GameObject blueprint in placingConveyorBlueprints)
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{
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buildingGrid.GetXY(blueprint.transform.position, out int x, out int y);
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List<Vector2Int> gridPositionList = blueprint.GetComponent<PlacedObject>().placedObjectTypeSO.GetGridPositionList(new Vector2Int(x, y));
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if (CanBuild(gridPositionList) == false)
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{
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canBuild = false;
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Debug.Log("Cannot build conveyor here");
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}
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}
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return canBuild;
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}
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#endregion
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public void DemolishBuilding(Vector3 position)
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{
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GridObject gridObject = buildingGrid.GetGridObject(position); // Camera.main.ScreenToWorldPoint(Input.mousePosition)
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@@ -179,12 +276,12 @@ public class GridBuildingSystem : MonoBehaviour
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return canBuild;
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}
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public GameObject PlaceBuilding(Vector3 position)
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public GameObject PlacePlacedObjectTypeSO(Vector3 position, PlacedObjectTypeSO placedObjectTypeSO)
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{
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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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List<Vector2Int> gridPositionList = selectedPlacedObjectTypeSO.GetGridPositionList(new Vector2Int(x, y));
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List<Vector2Int> gridPositionList = placedObjectTypeSO.GetGridPositionList(new Vector2Int(x, y));
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// DEBUG
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foreach (Vector2Int gridPosition in gridPositionList)
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@@ -194,7 +291,7 @@ public class GridBuildingSystem : MonoBehaviour
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if (CanBuild(gridPositionList))
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{
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PlacedObject placedObject = PlacedObject.Create(buildingGrid.GetWorldPosition(x, y), new Vector2Int(x, y), selectedPlacedObjectTypeSO);
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PlacedObject placedObject = PlacedObject.Create(buildingGrid.GetWorldPosition(x, y), new Vector2Int(x, y), placedObjectTypeSO);
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foreach (Vector2Int gridPosition in gridPositionList)
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{
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@@ -209,7 +306,7 @@ public class GridBuildingSystem : MonoBehaviour
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return null;
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}
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public void SelectBuilding(PlacedObjectTypeSO placedObjectTypeSO)
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public void SelectPlacedObjectTypeSO(PlacedObjectTypeSO placedObjectTypeSO)
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{
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// Delete all previous blueprints
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@@ -226,12 +323,12 @@ public class GridBuildingSystem : MonoBehaviour
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selectedPlacedObjectTypeSO = placedObjectTypeSO;
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}
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public void DeselectBuilding()
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public void DeselectPlacedObjectTypeSO()
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{
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Destroy(selectedGameObjectTransform.gameObject);
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selectedPlacedObjectTypeSO = null;
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selectedGameObjectTransform = null;
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isPlacingConveyor = false;
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placingConveyorBlueprints.Clear();
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}
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}
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@@ -1,7 +1,5 @@
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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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using UnityEngine.Tilemaps;
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public abstract class PlacedObject : MonoBehaviour
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{
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@@ -16,16 +14,15 @@ public abstract class PlacedObject : MonoBehaviour
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placedObject.OnPlace();
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placedObject.SetIsBlueprint(false);
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if (placedObjectTypeSO.isWalkable)
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if (placedObjectTypeSO.isWalkable)
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{
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foreach(Vector2Int position in placedObject.GetGridPositionList())
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foreach (Vector2Int position in placedObject.GetGridPositionList())
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{
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Pathfinding.Instance.GetNode(position.x, position.y).SetIsWalkable(true);
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Pathfinding.instance.GetNode(position.x, position.y).SetIsWalkable(true);
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}
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}
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return placedObject;
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}
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@@ -49,7 +46,7 @@ public abstract class PlacedObject : MonoBehaviour
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GetComponent<Collider2D>().enabled = true;
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}
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}
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isBlueprint = newIsBlueprint;
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}
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@@ -71,7 +68,7 @@ public abstract class PlacedObject : MonoBehaviour
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{
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foreach (Vector2Int position in GetGridPositionList())
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{
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Pathfinding.Instance.GetNode(position.x, position.y).SetIsWalkable(false);
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Pathfinding.instance.GetNode(position.x, position.y).SetIsWalkable(false);
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}
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}
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Destroy(gameObject);
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@@ -1,10 +1,15 @@
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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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[CreateAssetMenu(menuName = "ScriptableObjects/PlacedObjectTypeSO")]
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public class PlacedObjectTypeSO : ScriptableObject
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{
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public enum PlacedObjectCategory
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{
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CONVEYOR,
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BUILDING
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}
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public string placedObjectID;
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public string nameString;
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public Transform prefab;
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@@ -12,6 +17,7 @@ public class PlacedObjectTypeSO : ScriptableObject
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public int height;
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public bool isWalkable = false;
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public Sprite iconSprite;
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public PlacedObjectCategory placedObjectCategory;
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public List<Vector2Int> GetGridPositionList(Vector2Int offset)
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{
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@@ -25,7 +31,4 @@ public class PlacedObjectTypeSO : ScriptableObject
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}
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return gridPositionList;
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}
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}
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}
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@@ -1,55 +1,65 @@
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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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public class Pathfinding
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{
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private const int MOVE_STRAIGHT_COST = 10;
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private const int MOVE_DIAGONAL_COST = 14;
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public static Pathfinding Instance { get; private set; }
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public static Pathfinding instance { get; private set; }
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private Grid<PathNode> grid;
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private List<PathNode> openList;
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private List<PathNode> closedList;
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public Pathfinding(int width, int height, float cellSize) {
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Instance = this;
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public Pathfinding(int width, int height, float cellSize)
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{
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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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foreach (PathNode node in grid.gridArray)
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{
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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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public Grid<PathNode> GetGrid()
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{
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return grid;
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}
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public List<Vector3> FindPath(Vector3 startWorldPosition, Vector3 endWorldPosition, bool ignoreIsWalkable = false) {
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public List<Vector3> FindPath(Vector3 startWorldPosition, Vector3 endWorldPosition, bool ignoreIsWalkable = false)
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{
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grid.GetXY(startWorldPosition, out int startX, out int startY);
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grid.GetXY(endWorldPosition, out int endX, out int endY);
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List<PathNode> path = FindPath(startX, startY, endX, endY, ignoreIsWalkable);
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if (path == null) {
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if (path == null)
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{
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return null;
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} else {
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}
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else
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{
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List<Vector3> vectorPath = new List<Vector3>();
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foreach (PathNode pathNode in path) {
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foreach (PathNode pathNode in path)
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{
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vectorPath.Add(new Vector3(pathNode.x, pathNode.y) * grid.GetCellSize() + Vector3.one * grid.GetCellSize() * .5f);
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}
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return vectorPath;
|
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}
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||||
}
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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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public List<PathNode> FindPath(int startX, int startY, int endX, int endY, bool ignoreIsWalkable = false)
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||||
{
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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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||||
|
||||
if (startNode == null || endNode == null) {
|
||||
if (startNode == null || endNode == null)
|
||||
{
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// Invalid Path
|
||||
return null;
|
||||
}
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||||
@@ -57,8 +67,10 @@ public class Pathfinding {
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||||
openList = new List<PathNode> { startNode };
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closedList = new List<PathNode>();
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||||
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||||
for (int x = 0; x < grid.GetWidth(); x++) {
|
||||
for (int y = 0; y < grid.GetHeight(); y++) {
|
||||
for (int x = 0; x < grid.GetWidth(); x++)
|
||||
{
|
||||
for (int y = 0; y < grid.GetHeight(); y++)
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||||
{
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||||
PathNode pathNode = grid.GetGridObject(x, y);
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pathNode.gCost = 99999999;
|
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pathNode.CalculateFCost();
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@@ -70,9 +82,11 @@ public class Pathfinding {
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||||
startNode.hCost = CalculateDistanceCost(startNode, endNode);
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startNode.CalculateFCost();
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||||
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||||
while (openList.Count > 0) {
|
||||
while (openList.Count > 0)
|
||||
{
|
||||
PathNode currentNode = GetLowestFCostNode(openList);
|
||||
if (currentNode == endNode) {
|
||||
if (currentNode == endNode)
|
||||
{
|
||||
// Reached final node
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||||
timer.Stop();
|
||||
TimeSpan timeTaken = timer.Elapsed;
|
||||
@@ -83,21 +97,25 @@ public class Pathfinding {
|
||||
openList.Remove(currentNode);
|
||||
closedList.Add(currentNode);
|
||||
|
||||
foreach (PathNode neighbourNode in currentNode.neighbourList) {
|
||||
foreach (PathNode neighbourNode in currentNode.neighbourList)
|
||||
{
|
||||
if (closedList.Contains(neighbourNode)) continue;
|
||||
if (!neighbourNode.isWalkable && !ignoreIsWalkable) { // If neighbouring node is not walkable instantly add them to closed
|
||||
if (!neighbourNode.isWalkable && !ignoreIsWalkable)
|
||||
{ // If neighbouring node is not walkable instantly add them to closed
|
||||
closedList.Add(neighbourNode);
|
||||
continue;
|
||||
}
|
||||
|
||||
int tentativeGCost = currentNode.gCost + CalculateDistanceCost(currentNode, neighbourNode);
|
||||
if (tentativeGCost < neighbourNode.gCost) {
|
||||
if (tentativeGCost < neighbourNode.gCost)
|
||||
{
|
||||
neighbourNode.cameFromNode = currentNode;
|
||||
neighbourNode.gCost = tentativeGCost;
|
||||
neighbourNode.hCost = CalculateDistanceCost(neighbourNode, endNode);
|
||||
neighbourNode.CalculateFCost();
|
||||
|
||||
if (!openList.Contains(neighbourNode)) {
|
||||
if (!openList.Contains(neighbourNode))
|
||||
{
|
||||
openList.Add(neighbourNode);
|
||||
}
|
||||
}
|
||||
@@ -108,24 +126,27 @@ public class Pathfinding {
|
||||
return null;
|
||||
}
|
||||
|
||||
private List<PathNode> GetNeighbourList(PathNode currentNode) {
|
||||
private List<PathNode> GetNeighbourList(PathNode currentNode)
|
||||
{
|
||||
List<PathNode> neighbourList = new List<PathNode>();
|
||||
|
||||
if (currentNode.x - 1 >= 0) {
|
||||
if (currentNode.x - 1 >= 0)
|
||||
{
|
||||
// Left
|
||||
neighbourList.Add(GetNode(currentNode.x - 1, currentNode.y));
|
||||
// Left Down
|
||||
// if (currentNode.y - 1 >= 0) neighbourList.Add(GetNode(currentNode.x - 1, currentNode.y - 1));
|
||||
// if (currentNode.y - 1 >= 0) neighbourList.Add(GetNode(currentNode.x - 1, currentNode.y - 1));
|
||||
// Left Up
|
||||
// if (currentNode.y + 1 < grid.GetHeight()) neighbourList.Add(GetNode(currentNode.x - 1, currentNode.y + 1));
|
||||
// if (currentNode.y + 1 < grid.GetHeight()) neighbourList.Add(GetNode(currentNode.x - 1, currentNode.y + 1));
|
||||
}
|
||||
if (currentNode.x + 1 < grid.GetWidth()) {
|
||||
if (currentNode.x + 1 < grid.GetWidth())
|
||||
{
|
||||
// Right
|
||||
neighbourList.Add(GetNode(currentNode.x + 1, currentNode.y));
|
||||
// Right Down
|
||||
// if (currentNode.y - 1 >= 0) neighbourList.Add(GetNode(currentNode.x + 1, currentNode.y - 1));
|
||||
// if (currentNode.y - 1 >= 0) neighbourList.Add(GetNode(currentNode.x + 1, currentNode.y - 1));
|
||||
// Right Up
|
||||
// if (currentNode.y + 1 < grid.GetHeight()) neighbourList.Add(GetNode(currentNode.x + 1, currentNode.y + 1));
|
||||
// if (currentNode.y + 1 < grid.GetHeight()) neighbourList.Add(GetNode(currentNode.x + 1, currentNode.y + 1));
|
||||
}
|
||||
// Down
|
||||
if (currentNode.y - 1 >= 0) neighbourList.Add(GetNode(currentNode.x, currentNode.y - 1));
|
||||
@@ -135,15 +156,18 @@ public class Pathfinding {
|
||||
return neighbourList;
|
||||
}
|
||||
|
||||
public PathNode GetNode(int x, int y) {
|
||||
public PathNode GetNode(int x, int y)
|
||||
{
|
||||
return grid.GetGridObject(x, y);
|
||||
}
|
||||
|
||||
private List<PathNode> CalculatePath(PathNode endNode) {
|
||||
private List<PathNode> CalculatePath(PathNode endNode)
|
||||
{
|
||||
List<PathNode> path = new List<PathNode>();
|
||||
path.Add(endNode);
|
||||
PathNode currentNode = endNode;
|
||||
while (currentNode.cameFromNode != null) {
|
||||
while (currentNode.cameFromNode != null)
|
||||
{
|
||||
path.Add(currentNode.cameFromNode);
|
||||
currentNode = currentNode.cameFromNode;
|
||||
}
|
||||
@@ -151,17 +175,21 @@ public class Pathfinding {
|
||||
return path;
|
||||
}
|
||||
|
||||
private int CalculateDistanceCost(PathNode a, PathNode b) {
|
||||
private int CalculateDistanceCost(PathNode a, PathNode b)
|
||||
{
|
||||
int xDistance = Mathf.Abs(a.x - b.x);
|
||||
int yDistance = Mathf.Abs(a.y - b.y);
|
||||
int remaining = Mathf.Abs(xDistance - yDistance);
|
||||
return MOVE_DIAGONAL_COST * Mathf.Min(xDistance, yDistance) + MOVE_STRAIGHT_COST * remaining;
|
||||
}
|
||||
|
||||
private PathNode GetLowestFCostNode(List<PathNode> pathNodeList) {
|
||||
private PathNode GetLowestFCostNode(List<PathNode> pathNodeList)
|
||||
{
|
||||
PathNode lowestFCostNode = pathNodeList[0];
|
||||
for (int i = 1; i < pathNodeList.Count; i++) {
|
||||
if (pathNodeList[i].fCost < lowestFCostNode.fCost) {
|
||||
for (int i = 1; i < pathNodeList.Count; i++)
|
||||
{
|
||||
if (pathNodeList[i].fCost < lowestFCostNode.fCost)
|
||||
{
|
||||
lowestFCostNode = pathNodeList[i];
|
||||
}
|
||||
}
|
||||
|
||||
@@ -4,13 +4,13 @@ public class CameraMovement : MonoBehaviour
|
||||
{
|
||||
[Header("Speed")]
|
||||
[SerializeField]
|
||||
float speed = 150f;
|
||||
float speed = 100f;
|
||||
|
||||
[SerializeField]
|
||||
float fastSpeed = 300f;
|
||||
float fastSpeed = 200f;
|
||||
|
||||
[SerializeField]
|
||||
float slowSpeed = 50f;
|
||||
float slowSpeed = 30f;
|
||||
|
||||
[Header("Zoom")]
|
||||
[SerializeField]
|
||||
@@ -30,8 +30,6 @@ public class CameraMovement : MonoBehaviour
|
||||
Vector3 origin;
|
||||
Vector3 difference;
|
||||
|
||||
|
||||
|
||||
Camera cam;
|
||||
Rigidbody2D rb;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user