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conveyor placement rework
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@@ -199,13 +199,24 @@ public class GridBuildingSystem : MonoBehaviour
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ClearConveyorPath();
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List<Vector2Int> pathPoints = VectorDrawing.FindVectorPath(conveyorStartPosition, endPosition);
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Debug.Log(pathPoints.Count);
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foreach (Vector2Int position in pathPoints)
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{
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Debug.Log("TEST");
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Debug.Log(position);
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GameObject conveyorBlueprint = Instantiate(selectedPlacedObjectTypeSO.prefab.gameObject, new Vector3(position.x, position.y), Quaternion.identity);
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placingConveyorBlueprints.Add(conveyorBlueprint);
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}
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/*
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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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}
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58
Assets/Scripts/GridSystem/VectorDrawing.cs
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58
Assets/Scripts/GridSystem/VectorDrawing.cs
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@@ -0,0 +1,58 @@
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using System.Collections.Generic;
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using UnityEngine;
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public class VectorDrawing : MonoBehaviour
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{
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public static float DiagonalDistance(Vector3 startWorldPosition, Vector3 endWorldPosition)
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{
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float dx = endWorldPosition.x - startWorldPosition.x;
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float dy = endWorldPosition.y - startWorldPosition.y;
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return Mathf.Sqrt(dx * dx + dy * dy);
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}
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public static List<Vector2Int> FindVectorPath(Vector3 startWorldPosition, Vector3 endWorldPosition)
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{
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List<Vector2Int> points = new List<Vector2Int>();
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Grid<PathNode> grid = Pathfinding.instance.GetGrid();
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float N = DiagonalDistance(startWorldPosition, endWorldPosition);
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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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points.Add(new Vector2Int(startX, startY));
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for (int i = 0; i < N + 1; i++) // N+1 for endWorldPosition
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{
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int x;
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int y;
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if (i < N)
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{
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float t = (float)i / N;
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Vector3 point = Vector3.Lerp(startWorldPosition, endWorldPosition, t);
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grid.GetXY(point, out x, out y);
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}
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else // is endWorldPosition
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{
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x = endX;
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y = endY;
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}
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// Sample points -> no diagonal connection
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if (i != 0)
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{
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if (x != points[points.Count - 1].x && y != points[points.Count - 1].y)
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{
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points.Add(new Vector2Int(x, points[points.Count - 1].y));
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}
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}
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points.Add(new Vector2Int(x, y));
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}
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return points;
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}
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}
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11
Assets/Scripts/GridSystem/VectorDrawing.cs.meta
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11
Assets/Scripts/GridSystem/VectorDrawing.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 474b4c8675764eb4bba214bf41695edd
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -126,7 +126,7 @@ public class Pathfinding
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return null;
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}
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private List<PathNode> GetNeighbourList(PathNode currentNode)
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public List<PathNode> GetNeighbourList(PathNode currentNode)
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{
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List<PathNode> neighbourList = new List<PathNode>();
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@@ -175,6 +175,14 @@ public class Pathfinding
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return path;
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}
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public int CalculateDistance(PathNode a, PathNode b)
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{
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int xDistance = Mathf.Abs(a.x - b.x);
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int yDistance = Mathf.Abs(a.y - b.y);
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int remaining = Mathf.Abs(xDistance - yDistance);
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return Mathf.Min(xDistance, yDistance) + remaining;
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}
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private int CalculateDistanceCost(PathNode a, PathNode b)
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{
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int xDistance = Mathf.Abs(a.x - b.x);
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