Files
industrialize-unity/Assets/Scripts/GridSystem/VectorDrawing.cs
2022-05-31 18:15:35 +02:00

59 lines
1.7 KiB
C#

using System.Collections.Generic;
using UnityEngine;
public class VectorDrawing : MonoBehaviour
{
public static float DiagonalDistance(Vector3 startWorldPosition, Vector3 endWorldPosition)
{
float dx = endWorldPosition.x - startWorldPosition.x;
float dy = endWorldPosition.y - startWorldPosition.y;
return Mathf.Sqrt(dx * dx + dy * dy);
}
public static List<Vector2Int> FindVectorPath(Vector3 startWorldPosition, Vector3 endWorldPosition)
{
List<Vector2Int> points = new List<Vector2Int>();
Grid<PathNode> grid = Pathfinding.instance.GetGrid();
float N = DiagonalDistance(startWorldPosition, endWorldPosition);
grid.GetXY(startWorldPosition, out int startX, out int startY);
grid.GetXY(endWorldPosition, out int endX, out int endY);
points.Add(new Vector2Int(startX, startY));
for (int i = 0; i < N + 1; i++) // N+1 for endWorldPosition
{
int x;
int y;
if (i < N)
{
float t = (float)i / N;
Vector3 point = Vector3.Lerp(startWorldPosition, endWorldPosition, t);
grid.GetXY(point, out x, out y);
}
else // is endWorldPosition
{
x = endX;
y = endY;
}
// Sample points -> no diagonal connection
if (i != 0)
{
if (x != points[points.Count - 1].x && y != points[points.Count - 1].y)
{
points.Add(new Vector2Int(x, points[points.Count - 1].y));
}
}
points.Add(new Vector2Int(x, y));
}
return points;
}
}