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	new init
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		| @@ -1,55 +1,65 @@ | ||||
| using System; | ||||
| using System.Collections; | ||||
| using System.Collections.Generic; | ||||
| using UnityEngine; | ||||
| public class Pathfinding { | ||||
| public class Pathfinding | ||||
| { | ||||
|  | ||||
|     private const int MOVE_STRAIGHT_COST = 10; | ||||
|     private const int MOVE_DIAGONAL_COST = 14; | ||||
|  | ||||
|     public static Pathfinding Instance { get; private set; } | ||||
|     public static Pathfinding instance { get; private set; } | ||||
|  | ||||
|     private Grid<PathNode> grid; | ||||
|     private List<PathNode> openList; | ||||
|     private List<PathNode> closedList; | ||||
|  | ||||
|     public Pathfinding(int width, int height, float cellSize) { | ||||
|         Instance = this; | ||||
|     public Pathfinding(int width, int height, float cellSize) | ||||
|     { | ||||
|         instance = this; | ||||
|         grid = new Grid<PathNode>(width, height, cellSize, Vector3.zero, (Grid<PathNode> g, int x, int y) => new PathNode(g, x, y)); | ||||
|  | ||||
|         foreach (PathNode node in grid.gridArray) { | ||||
|         foreach (PathNode node in grid.gridArray) | ||||
|         { | ||||
|             node.neighbourList = GetNeighbourList(node); | ||||
|         } | ||||
|  | ||||
|     } | ||||
|  | ||||
|     public Grid<PathNode> GetGrid() { | ||||
|     public Grid<PathNode> GetGrid() | ||||
|     { | ||||
|         return grid; | ||||
|     } | ||||
|  | ||||
|     public List<Vector3> FindPath(Vector3 startWorldPosition, Vector3 endWorldPosition, bool ignoreIsWalkable = false) { | ||||
|     public List<Vector3> FindPath(Vector3 startWorldPosition, Vector3 endWorldPosition, bool ignoreIsWalkable = false) | ||||
|     { | ||||
|         grid.GetXY(startWorldPosition, out int startX, out int startY); | ||||
|         grid.GetXY(endWorldPosition, out int endX, out int endY); | ||||
|  | ||||
|         List<PathNode> path = FindPath(startX, startY, endX, endY, ignoreIsWalkable); | ||||
|         if (path == null) { | ||||
|         if (path == null) | ||||
|         { | ||||
|             return null; | ||||
|         } else { | ||||
|         } | ||||
|         else | ||||
|         { | ||||
|             List<Vector3> vectorPath = new List<Vector3>(); | ||||
|             foreach (PathNode pathNode in path) { | ||||
|             foreach (PathNode pathNode in path) | ||||
|             { | ||||
|                 vectorPath.Add(new Vector3(pathNode.x, pathNode.y) * grid.GetCellSize() + Vector3.one * grid.GetCellSize() * .5f); | ||||
|             } | ||||
|             return vectorPath; | ||||
|         } | ||||
|     } | ||||
|  | ||||
|     public List<PathNode> FindPath(int startX, int startY, int endX, int endY, bool ignoreIsWalkable = false) { | ||||
|     public List<PathNode> FindPath(int startX, int startY, int endX, int endY, bool ignoreIsWalkable = false) | ||||
|     { | ||||
|         var timer = new System.Diagnostics.Stopwatch(); | ||||
|         timer.Start(); | ||||
|         PathNode startNode = grid.GetGridObject(startX, startY); | ||||
|         PathNode endNode = grid.GetGridObject(endX, endY); | ||||
|  | ||||
|         if (startNode == null || endNode == null) { | ||||
|         if (startNode == null || endNode == null) | ||||
|         { | ||||
|             // Invalid Path | ||||
|             return null; | ||||
|         } | ||||
| @@ -57,8 +67,10 @@ public class Pathfinding { | ||||
|         openList = new List<PathNode> { startNode }; | ||||
|         closedList = new List<PathNode>(); | ||||
|  | ||||
|         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++) | ||||
|             { | ||||
|                 PathNode pathNode = grid.GetGridObject(x, y); | ||||
|                 pathNode.gCost = 99999999; | ||||
|                 pathNode.CalculateFCost(); | ||||
| @@ -70,9 +82,11 @@ public class Pathfinding { | ||||
|         startNode.hCost = CalculateDistanceCost(startNode, endNode); | ||||
|         startNode.CalculateFCost(); | ||||
|  | ||||
|         while (openList.Count > 0) { | ||||
|         while (openList.Count > 0) | ||||
|         { | ||||
|             PathNode currentNode = GetLowestFCostNode(openList); | ||||
|             if (currentNode == endNode) { | ||||
|             if (currentNode == endNode) | ||||
|             { | ||||
|                 // Reached final node | ||||
|                 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]; | ||||
|             } | ||||
|         } | ||||
|   | ||||
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