Merge pull request 'a_star' (#5) from a_star into master
Reviewed-on: #5
This commit is contained in:
commit
3a9e511aa9
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<HintPath>C:/Users/kubik/Projects/UnityProjects/projekt_si_automatyczny_kelner/Library/ScriptAssemblies/Unity.2D.Sprite.Editor.dll</HintPath>
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<Reference Include="Unity.ProBuilder">
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<HintPath>Library\ScriptAssemblies\Unity.ProBuilder.dll</HintPath>
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<HintPath>C:/Users/kubik/Projects/UnityProjects/projekt_si_automatyczny_kelner/Library/ScriptAssemblies/Unity.ProBuilder.dll</HintPath>
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<Reference Include="Unity.ProBuilder.Editor">
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<HintPath>Library\ScriptAssemblies\Unity.ProBuilder.Editor.dll</HintPath>
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<HintPath>C:/Users/kubik/Projects/UnityProjects/projekt_si_automatyczny_kelner/Library/ScriptAssemblies/Unity.ProBuilder.Editor.dll</HintPath>
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<Reference Include="UnityEditor.UI">
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<HintPath>Library\ScriptAssemblies\UnityEditor.UI.dll</HintPath>
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<HintPath>C:/Users/kubik/Projects/UnityProjects/projekt_si_automatyczny_kelner/Library/ScriptAssemblies/UnityEditor.UI.dll</HintPath>
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<Reference Include="Unity.Rider.Editor">
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<HintPath>Library\ScriptAssemblies\Unity.Rider.Editor.dll</HintPath>
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<HintPath>C:/Users/kubik/Projects/UnityProjects/projekt_si_automatyczny_kelner/Library/ScriptAssemblies/Unity.Rider.Editor.dll</HintPath>
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<Reference Include="Unity.ProGrids">
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||||
<HintPath>Library\ScriptAssemblies\Unity.ProGrids.dll</HintPath>
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<HintPath>C:/Users/kubik/Projects/UnityProjects/projekt_si_automatyczny_kelner/Library/ScriptAssemblies/Unity.ProGrids.dll</HintPath>
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</Reference>
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<Reference Include="Unity.ProGrids.Editor">
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<HintPath>Library\ScriptAssemblies\Unity.ProGrids.Editor.dll</HintPath>
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<HintPath>C:/Users/kubik/Projects/UnityProjects/projekt_si_automatyczny_kelner/Library/ScriptAssemblies/Unity.ProGrids.Editor.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.UI">
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<HintPath>Library\ScriptAssemblies\UnityEngine.UI.dll</HintPath>
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<HintPath>C:/Users/kubik/Projects/UnityProjects/projekt_si_automatyczny_kelner/Library/ScriptAssemblies/UnityEngine.UI.dll</HintPath>
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</Reference>
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</ItemGroup>
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||||
<ItemGroup>
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||||
</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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||||
<Target Name="GenerateTargetFrameworkMonikerAttribute" />
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<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
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||||
Other similar extension points exist, see Microsoft.Common.targets.
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||||
<Target Name="BeforeBuild">
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||||
|
78
Assets/Graphics/Materials/NodeExplored_Mat.mat
Normal file
78
Assets/Graphics/Materials/NodeExplored_Mat.mat
Normal file
@ -0,0 +1,78 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!21 &2100000
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Material:
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m_PrefabAsset: {fileID: 0}
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m_Name: NodeExplored_Mat
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m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
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m_ShaderKeywords:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Texture: {fileID: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _MetallicGlossMap:
|
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _OcclusionMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _ParallaxMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Floats:
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- _BumpScale: 1
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- _Cutoff: 0.5
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- _DstBlend: 0
|
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- _GlossMapScale: 1
|
||||
- _Glossiness: 0.5
|
||||
- _GlossyReflections: 1
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||||
- _Metallic: 0
|
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- _Mode: 0
|
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- _OcclusionStrength: 1
|
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- _Parallax: 0.02
|
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- _SmoothnessTextureChannel: 0
|
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- _SpecularHighlights: 1
|
||||
- _SrcBlend: 1
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- _UVSec: 0
|
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- _ZWrite: 1
|
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m_Colors:
|
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- _Color: {r: 0.18903318, g: 0.8773585, b: 0.16967781, a: 1}
|
||||
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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m_BuildTextureStacks: []
|
@ -1,7 +1,8 @@
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fileFormatVersion: 2
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guid: 97b32b60b07a2ca4296022d84adbb3a4
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PrefabImporter:
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guid: 9ac24eaf07a787147878b53b3ef377bc
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 2100000
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -7,7 +7,7 @@ Material:
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||||
m_CorrespondingSourceObject: {fileID: 0}
|
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m_PrefabInstance: {fileID: 0}
|
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m_PrefabAsset: {fileID: 0}
|
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m_Name: Node_mat
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m_Name: Node_Mat
|
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m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
|
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m_ShaderKeywords:
|
||||
m_LightmapFlags: 4
|
||||
|
34
Assets/Logic/Agent/FringeNode.cs
Normal file
34
Assets/Logic/Agent/FringeNode.cs
Normal file
@ -0,0 +1,34 @@
|
||||
using Logic.Utils;
|
||||
|
||||
namespace Logic.Agent
|
||||
{
|
||||
public class FringeNode: IHeapItem<FringeNode>
|
||||
{
|
||||
public readonly State State;
|
||||
public FringeNode Parent;
|
||||
public AgentAction Action;
|
||||
public float HCost;
|
||||
public float GCost;
|
||||
public int HeapIndex { get; set; }
|
||||
|
||||
|
||||
public FringeNode(State state)
|
||||
{
|
||||
State = state;
|
||||
}
|
||||
|
||||
public float FCost => GCost + HCost;
|
||||
|
||||
|
||||
public int CompareTo(FringeNode other)
|
||||
{
|
||||
int compare = FCost.CompareTo(other.FCost);
|
||||
if (compare == 0)
|
||||
{
|
||||
compare = HCost.CompareTo(other.HCost);
|
||||
}
|
||||
|
||||
return -compare;
|
||||
}
|
||||
}
|
||||
}
|
31
Assets/Logic/Agent/FringeNodeHeap.cs
Normal file
31
Assets/Logic/Agent/FringeNodeHeap.cs
Normal file
@ -0,0 +1,31 @@
|
||||
using Logic.Utils;
|
||||
|
||||
namespace Logic.Agent
|
||||
{
|
||||
public class FringeNodeHeap: Heap<FringeNode>
|
||||
{
|
||||
public FringeNodeHeap(int maxHeapSize) : base(maxHeapSize) { }
|
||||
|
||||
public bool Contains(FringeNode item)
|
||||
{
|
||||
foreach (FringeNode fringeNode in Items)
|
||||
{
|
||||
if (fringeNode != null && fringeNode.State.Equals(item.State))
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public FringeNode GetItem(FringeNode item)
|
||||
{
|
||||
foreach (FringeNode fringeNode in Items)
|
||||
{
|
||||
if (fringeNode != null && fringeNode.State.Equals(item.State))
|
||||
return fringeNode;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
3
Assets/Logic/Agent/FringeNodeHeap.cs.meta
Normal file
3
Assets/Logic/Agent/FringeNodeHeap.cs.meta
Normal file
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 34a52f0a39ad4d9faf3238d9cd5dd6bc
|
||||
timeCreated: 1619354659
|
@ -1,20 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using Logic.Agent;
|
||||
|
||||
namespace Assets.Logic.Agent
|
||||
{
|
||||
public class FringeNodes
|
||||
{
|
||||
public FringeNodes(State state)
|
||||
{
|
||||
State = state;
|
||||
}
|
||||
public State State;
|
||||
public FringeNodes Parent;
|
||||
public AgentAction Action;
|
||||
}
|
||||
}
|
@ -1,7 +1,6 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Assets.Logic.Agent;
|
||||
using Logic.Graph;
|
||||
using UnityEngine;
|
||||
|
||||
@ -9,10 +8,81 @@ namespace Logic.Agent
|
||||
{
|
||||
public class PathFinder : MonoBehaviour
|
||||
{
|
||||
public Stack<AgentAction> GraphSearch(Queue<FringeNodes> fringe, HashSet<FringeNodes> explored, State iState, State goalState)
|
||||
|
||||
public Stack<AgentAction> GraphSearchWithCost(FringeNodeHeap fringe, HashSet<FringeNode> explored, State iState, State goalState)
|
||||
{
|
||||
Stack<AgentAction> stack = new Stack<AgentAction>();
|
||||
fringe.Enqueue(new FringeNodes(iState));
|
||||
fringe.Enqueue(new FringeNode(iState));
|
||||
while (fringe.Count != 0)
|
||||
{
|
||||
var elem = fringe.Dequeue();
|
||||
if (goalTest(elem.State, goalState))
|
||||
{
|
||||
while (!elem.State.Equals(iState))
|
||||
{
|
||||
elem.State.AgentPosition.MarkAsPath();
|
||||
stack.Push(elem.Action);
|
||||
elem = elem.Parent;
|
||||
}
|
||||
return stack;
|
||||
}
|
||||
|
||||
explored.Add(elem);
|
||||
foreach (Tuple<State, AgentAction> successor in Succ(elem.State))
|
||||
{
|
||||
var x = new FringeNode(successor.Item1)
|
||||
{
|
||||
Parent = elem,
|
||||
Action = successor.Item2,
|
||||
HCost = GetHCost(successor.Item1, goalState),
|
||||
GCost = GetGCost(elem.State, successor.Item1) + elem.GCost
|
||||
};
|
||||
|
||||
if (!fringe.Contains(x) && !explored.Any(z => z.State.Equals(successor.Item1)))
|
||||
{
|
||||
fringe.Enqueue(x);
|
||||
x.State.AgentPosition.MarkAsExplored();
|
||||
}
|
||||
else if (fringe.Contains(x) && fringe.GetItem(x).FCost > x.FCost)
|
||||
{
|
||||
fringe.UpdateItem(x, fringe.GetItem(x).HeapIndex);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return stack;
|
||||
}
|
||||
|
||||
private float GetHCost(State state1, State state2)
|
||||
{
|
||||
var state1Pos = state1.AgentPosition.transform.position;
|
||||
var state2Pos = state2.AgentPosition.transform.position;
|
||||
|
||||
float distX = Mathf.Abs(state1Pos.x - state2Pos.x);
|
||||
float distY = Mathf.Abs(state1Pos.z - state2Pos.z);
|
||||
|
||||
return distX + distY;
|
||||
}
|
||||
|
||||
private float GetGCost(State state1, State state2)
|
||||
{
|
||||
float cost = 0;
|
||||
if (state1.AgentRotation != state2.AgentRotation)
|
||||
{
|
||||
cost += SceneContext.Instance.rotationCost;
|
||||
}
|
||||
else if (state1.AgentPosition != state2.AgentPosition)
|
||||
{
|
||||
cost += state2.AgentPosition.GETNodeCost();
|
||||
}
|
||||
|
||||
return cost;
|
||||
}
|
||||
|
||||
public Stack<AgentAction> GraphSearch(Queue<FringeNode> fringe, HashSet<FringeNode> explored, State iState, State goalState)
|
||||
{
|
||||
Stack<AgentAction> stack = new Stack<AgentAction>();
|
||||
fringe.Enqueue(new FringeNode(iState));
|
||||
while (fringe.Count != 0)
|
||||
{
|
||||
var elem = fringe.Dequeue();
|
||||
@ -34,8 +104,13 @@ namespace Logic.Agent
|
||||
if (fringe.Any(z =>
|
||||
z.State.Equals(successor.Item1)) || explored.Any(z => z.State.Equals(successor.Item1)))
|
||||
continue;
|
||||
var x = new FringeNodes(successor.Item1) {Parent = elem, Action = successor.Item2};
|
||||
var x = new FringeNode(successor.Item1)
|
||||
{
|
||||
Parent = elem,
|
||||
Action = successor.Item2
|
||||
};
|
||||
fringe.Enqueue(x);
|
||||
x.State.AgentPosition.MarkAsExplored();
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -1,7 +1,6 @@
|
||||
using Logic.Graph;
|
||||
using System;
|
||||
|
||||
namespace Assets.Logic.Agent
|
||||
namespace Logic.Agent
|
||||
{
|
||||
public enum Rotation
|
||||
{
|
||||
@ -19,7 +18,32 @@ namespace Assets.Logic.Agent
|
||||
{
|
||||
if (obj == null) return false;
|
||||
var state = (State) obj;
|
||||
|
||||
if (state.AgentPosition is Table)
|
||||
{
|
||||
return AgentPosition == state.AgentPosition &&
|
||||
(AgentRotation == GETOppositeRotation(state.AgentRotation) ||
|
||||
AgentRotation == state.AgentRotation);
|
||||
}
|
||||
|
||||
return AgentPosition == state.AgentPosition && AgentRotation == state.AgentRotation;
|
||||
}
|
||||
|
||||
private Rotation GETOppositeRotation(Rotation rotation)
|
||||
{
|
||||
switch (rotation)
|
||||
{
|
||||
case Rotation.Bottom:
|
||||
return Rotation.Top;
|
||||
case Rotation.Top:
|
||||
return Rotation.Bottom;
|
||||
case Rotation.Left:
|
||||
return Rotation.Right;
|
||||
case Rotation.Right:
|
||||
return Rotation.Left;
|
||||
}
|
||||
|
||||
return Rotation.Top;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -2,8 +2,8 @@ using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using Assets.Logic.Agent;
|
||||
using Logic.Graph;
|
||||
using Logic.Utils;
|
||||
using UnityEngine;
|
||||
using Debug = UnityEngine.Debug;
|
||||
|
||||
@ -17,11 +17,9 @@ namespace Logic.Agent
|
||||
}
|
||||
public class Waitress : MonoBehaviour
|
||||
{
|
||||
//[SerializeField] private Node currentNode;
|
||||
public Node StartNode;
|
||||
public Node startNode;
|
||||
[SerializeField] private bool isFollowingPath;
|
||||
[SerializeField] private bool canMove = true;
|
||||
//private Node _previousNode;
|
||||
private State _currentState;
|
||||
private State _previousState;
|
||||
private PathFinder _pathFinder;
|
||||
@ -29,12 +27,8 @@ namespace Logic.Agent
|
||||
void Awake()
|
||||
{
|
||||
_pathFinder = GetComponent<PathFinder>();
|
||||
_currentState = new State();
|
||||
_currentState.AgentPosition = StartNode;
|
||||
_currentState.AgentRotation = Rotation.Top;
|
||||
_previousState = new State();
|
||||
_previousState.AgentPosition = StartNode;
|
||||
_previousState.AgentRotation = Rotation.Top;
|
||||
_currentState = new State {AgentPosition = startNode, AgentRotation = Rotation.Top};
|
||||
_previousState = new State {AgentPosition = startNode, AgentRotation = Rotation.Top};
|
||||
}
|
||||
|
||||
void Update()
|
||||
@ -74,12 +68,30 @@ namespace Logic.Agent
|
||||
goalState.AgentPosition = table;
|
||||
goalState.AgentRotation = Rotation.Right;
|
||||
|
||||
Stack<AgentAction> actions = _pathFinder.GraphSearch(new Queue<FringeNodes>(), new HashSet<FringeNodes>(),
|
||||
_currentState, goalState);
|
||||
Stack<AgentAction> actions;
|
||||
if (SceneContext.Instance.useAStar)
|
||||
{
|
||||
var priorityQueue = new FringeNodeHeap(SceneContext.Instance.map.Count * 3);
|
||||
actions = _pathFinder.GraphSearchWithCost(priorityQueue, new HashSet<FringeNode>(), _currentState, goalState);
|
||||
}
|
||||
else
|
||||
{
|
||||
actions = _pathFinder.GraphSearch(new Queue<FringeNode>(), new HashSet<FringeNode>(), _currentState, goalState);
|
||||
}
|
||||
|
||||
if (actions.Count > 0)
|
||||
{
|
||||
StartCoroutine(ExecuteActions(actions));
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private void ClearMap()
|
||||
{
|
||||
foreach (Node node in SceneContext.Instance.map)
|
||||
{
|
||||
node.ClearPathMark();
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator ExecuteActions(Stack<AgentAction> actions)
|
||||
@ -118,18 +130,16 @@ namespace Logic.Agent
|
||||
: Rotation.Left;
|
||||
break;
|
||||
case AgentAction.GoForward:
|
||||
StartCoroutine(
|
||||
RunToAnotherNode(_currentState.AgentPosition.FindNode(_currentState.AgentRotation)));
|
||||
|
||||
StartCoroutine(RunToAnotherNode(_currentState.AgentPosition.FindNode(_currentState.AgentRotation)));
|
||||
break;
|
||||
}
|
||||
//node.Item2?.Invoke();
|
||||
}
|
||||
|
||||
yield return new WaitForEndOfFrame();
|
||||
}
|
||||
|
||||
isFollowingPath = false;
|
||||
ClearMap();
|
||||
}
|
||||
|
||||
private IEnumerator RotateLeft()
|
||||
@ -160,7 +170,7 @@ namespace Logic.Agent
|
||||
float i = 0;
|
||||
while (i <= 1)
|
||||
{
|
||||
Debug.Log(i);
|
||||
// Debug.Log(i);
|
||||
transform.rotation = Quaternion.Slerp(startRotation, targetRotation, i);
|
||||
yield return new WaitForEndOfFrame();
|
||||
i += Time.deltaTime*3;
|
||||
|
@ -1,7 +1,7 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Assets.Logic.Agent;
|
||||
using Logic.Agent;
|
||||
using Logic.Utils;
|
||||
using UnityEngine;
|
||||
|
||||
@ -9,14 +9,20 @@ namespace Logic.Graph
|
||||
{
|
||||
public class Node : MonoBehaviour
|
||||
{
|
||||
public Material nodeMat;
|
||||
public Material pathMat;
|
||||
public List<Node> neighbors;
|
||||
[SerializeField] private float maxRange = 0.5f;
|
||||
[SerializeField] private Material nodeMat;
|
||||
[SerializeField] private Material pathMat;
|
||||
[SerializeField] private Material exploredMat;
|
||||
[SerializeField] private bool debug = false;
|
||||
[SerializeField] private float movementPenalty;
|
||||
|
||||
|
||||
private readonly float _maxRayRange = 0.75f;
|
||||
private readonly float _maxTableRayRange = 0.5f;
|
||||
private readonly float _maxSphereRange = 0.25f;
|
||||
private int _nodeLayerMask;
|
||||
private int _tableLayerMask;
|
||||
private int _obstacleLayerMask;
|
||||
private Vector3 _position;
|
||||
private float _nodeRayMaxLength;
|
||||
private float _tableRayMaxLength;
|
||||
@ -26,20 +32,12 @@ namespace Logic.Graph
|
||||
{
|
||||
_renderer = GetComponent<Renderer>();
|
||||
InitializeNeighbours();
|
||||
movementPenalty += SceneContext.Instance.nodeBaseCost;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
public float GETNodeCost()
|
||||
{
|
||||
if (debug)
|
||||
{
|
||||
Debug.DrawRay(_position, Vector3.right + new Vector3(maxRange, 0, 0), Color.red);
|
||||
Debug.DrawRay(_position, Vector3.left + new Vector3(-maxRange, 0, 0), Color.blue);
|
||||
Debug.DrawRay(_position, Vector3.forward + new Vector3(0, 0, maxRange), Color.green);
|
||||
Debug.DrawRay(_position, Vector3.back + new Vector3(0, 0, -maxRange), Color.magenta);
|
||||
|
||||
Debug.DrawRay(_position, Vector3.right + new Vector3(_tableRayMaxLength, 0, 0), Color.cyan);
|
||||
Debug.DrawRay(_position, Vector3.left + new Vector3(-_tableRayMaxLength, 0, 0), Color.yellow);
|
||||
}
|
||||
return movementPenalty;
|
||||
}
|
||||
|
||||
public void MarkAsPath()
|
||||
@ -50,6 +48,14 @@ namespace Logic.Graph
|
||||
}
|
||||
}
|
||||
|
||||
public void MarkAsExplored()
|
||||
{
|
||||
if (!gameObject.CompareTag("Table"))
|
||||
{
|
||||
_renderer.material = exploredMat;
|
||||
}
|
||||
}
|
||||
|
||||
public void ClearPathMark()
|
||||
{
|
||||
if (!gameObject.CompareTag("Table"))
|
||||
@ -58,13 +64,80 @@ namespace Logic.Graph
|
||||
}
|
||||
}
|
||||
|
||||
public Node FindNode(Rotation agentRotation)
|
||||
{
|
||||
switch (agentRotation)
|
||||
{
|
||||
case Rotation.Left:
|
||||
return neighbors.FirstOrDefault(x =>
|
||||
x.transform.position.z.IsEq(transform.position.z) &&
|
||||
x.transform.position.x.IsEq(transform.position.x - 1));
|
||||
case Rotation.Right:
|
||||
return neighbors.FirstOrDefault(x =>
|
||||
x.transform.position.z.IsEq(transform.position.z) &&
|
||||
x.transform.position.x.IsEq(transform.position.x + 1));
|
||||
case Rotation.Top:
|
||||
return neighbors.FirstOrDefault(x =>
|
||||
x.transform.position.x.IsEq(transform.position.x) &&
|
||||
x.transform.position.z.IsEq(transform.position.z + 1));
|
||||
case Rotation.Bottom:
|
||||
return neighbors.FirstOrDefault(x =>
|
||||
x.transform.position.x.IsEq(transform.position.x) &&
|
||||
x.transform.position.z.IsEq(transform.position.z - 1));
|
||||
default:
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (debug)
|
||||
{
|
||||
Debug.DrawRay(_position, Vector3.right + new Vector3(_maxRayRange, 0, 0), Color.red);
|
||||
Debug.DrawRay(_position, Vector3.left + new Vector3(-_maxRayRange, 0, 0), Color.blue);
|
||||
Debug.DrawRay(_position, Vector3.forward + new Vector3(0, 0, _maxRayRange), Color.green);
|
||||
Debug.DrawRay(_position, Vector3.back + new Vector3(0, 0, -_maxRayRange), Color.magenta);
|
||||
|
||||
Debug.DrawRay(_position, Vector3.up + new Vector3(0, _maxRayRange, 0), Color.green);
|
||||
Debug.DrawRay(_position, Vector3.down + new Vector3(0, -_maxRayRange, 0), Color.magenta);
|
||||
|
||||
Debug.DrawRay(_position, Vector3.right + new Vector3(_tableRayMaxLength, 0, 0), Color.cyan);
|
||||
Debug.DrawRay(_position, Vector3.left + new Vector3(-_tableRayMaxLength, 0, 0), Color.yellow);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDrawGizmos()
|
||||
{
|
||||
if (debug)
|
||||
{
|
||||
Gizmos.color = Color.blue;
|
||||
Gizmos.DrawWireSphere(transform.position, _maxSphereRange);
|
||||
}
|
||||
}
|
||||
|
||||
private void InitializeNeighbours()
|
||||
{
|
||||
_nodeLayerMask = LayerMask.GetMask("Node");
|
||||
_tableLayerMask = LayerMask.GetMask("Table");
|
||||
_obstacleLayerMask = LayerMask.GetMask("Obstacle");
|
||||
|
||||
_position = gameObject.transform.position;
|
||||
_nodeRayMaxLength = maxRange * 2;
|
||||
_tableRayMaxLength = maxRange * 2 + 0.5f;
|
||||
_nodeRayMaxLength = _maxRayRange * 2;
|
||||
_tableRayMaxLength = _maxRayRange * 2 + 0.5f;
|
||||
|
||||
var colliders = Physics.OverlapSphere(transform.position, _maxSphereRange, _obstacleLayerMask);
|
||||
var obstacleLayer = (int) Math.Log(_obstacleLayerMask, 2);
|
||||
foreach (Collider otherCollider in colliders)
|
||||
{
|
||||
if (otherCollider.gameObject.layer == obstacleLayer)
|
||||
{
|
||||
var obstacle = otherCollider.GetComponent<Obstacle>();
|
||||
var cost = obstacle.GETMovementPenaltyCost();
|
||||
if (cost > movementPenalty)
|
||||
movementPenalty = cost;
|
||||
}
|
||||
}
|
||||
|
||||
if (Physics.Raycast(_position, Vector3.left, out var hitLeft, _nodeRayMaxLength, _nodeLayerMask))
|
||||
{
|
||||
@ -87,14 +160,14 @@ namespace Logic.Graph
|
||||
neighbors.Add(nodeCollider);
|
||||
}
|
||||
|
||||
if (Physics.Raycast(_position, Vector3.back, out var hitBottom, maxRange * 2, _nodeLayerMask))
|
||||
if (Physics.Raycast(_position, Vector3.back, out var hitBottom, _maxRayRange * 2, _nodeLayerMask))
|
||||
{
|
||||
var nodeCollider = hitBottom.collider.GetComponent<Node>();
|
||||
if (nodeCollider)
|
||||
neighbors.Add(nodeCollider);
|
||||
}
|
||||
|
||||
if (Physics.Raycast(_position, Vector3.left, out var hitLeftTable, _tableRayMaxLength, _tableLayerMask))
|
||||
if (Physics.Raycast(_position, Vector3.left, out var hitLeftTable, _maxTableRayRange, _tableLayerMask))
|
||||
{
|
||||
var tableCollider = hitLeftTable.collider.GetComponent<CustomerTable>();
|
||||
if (tableCollider)
|
||||
@ -104,7 +177,7 @@ namespace Logic.Graph
|
||||
neighbors.Add(kitchenTableCollider);
|
||||
}
|
||||
|
||||
if (Physics.Raycast(_position, Vector3.right, out var hitRightTable, _tableRayMaxLength, _tableLayerMask))
|
||||
if (Physics.Raycast(_position, Vector3.right, out var hitRightTable, _maxTableRayRange, _tableLayerMask))
|
||||
{
|
||||
var tableCollider = hitRightTable.collider.GetComponent<CustomerTable>();
|
||||
if (tableCollider)
|
||||
@ -113,31 +186,7 @@ namespace Logic.Graph
|
||||
if (kitchenTableCollider)
|
||||
neighbors.Add(kitchenTableCollider);
|
||||
}
|
||||
}
|
||||
|
||||
public Node FindNode(Rotation agentRotation)
|
||||
{
|
||||
switch (agentRotation)
|
||||
{
|
||||
case Rotation.Left:
|
||||
return neighbors.FirstOrDefault(x =>
|
||||
x.transform.position.z.IsEq(transform.position.z) &&
|
||||
x.transform.position.x.IsEq(transform.position.x - 1));
|
||||
case Rotation.Right:
|
||||
return neighbors.FirstOrDefault(x =>
|
||||
x.transform.position.z.IsEq(transform.position.z) &&
|
||||
x.transform.position.x.IsEq(transform.position.x + 1));
|
||||
case Rotation.Top:
|
||||
return neighbors.FirstOrDefault(x =>
|
||||
x.transform.position.x.IsEq(transform.position.x) &&
|
||||
x.transform.position.z.IsEq(transform.position.z + 1.25f));
|
||||
case Rotation.Bottom:
|
||||
return neighbors.FirstOrDefault(x =>
|
||||
x.transform.position.x.IsEq(transform.position.x) &&
|
||||
x.transform.position.z.IsEq(transform.position.z - 1.25f));
|
||||
default:
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
33
Assets/Logic/Graph/Obstacle.cs
Normal file
33
Assets/Logic/Graph/Obstacle.cs
Normal file
@ -0,0 +1,33 @@
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Logic.Graph
|
||||
{
|
||||
|
||||
public enum ObstacleType
|
||||
{
|
||||
Bar,
|
||||
Water
|
||||
}
|
||||
|
||||
|
||||
[System.Serializable]
|
||||
public class ObstacleData
|
||||
{
|
||||
public ObstacleType type;
|
||||
public float penalty;
|
||||
}
|
||||
|
||||
public class Obstacle : MonoBehaviour
|
||||
{
|
||||
|
||||
[SerializeField] private ObstacleType obstacleType;
|
||||
|
||||
public float GETMovementPenaltyCost()
|
||||
{
|
||||
var obstacleData = SceneContext.Instance.obstacles.First(x => x.type == obstacleType);
|
||||
return obstacleData.penalty;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
3
Assets/Logic/Graph/Obstacle.cs.meta
Normal file
3
Assets/Logic/Graph/Obstacle.cs.meta
Normal file
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d9978794eb6647e2972119f5cdf214d6
|
||||
timeCreated: 1619115607
|
@ -9,9 +9,13 @@ namespace Logic
|
||||
public class SceneContext : MonoBehaviour
|
||||
{
|
||||
public List<Node> map;
|
||||
public ObstacleData[] obstacles;
|
||||
public float nodeBaseCost;
|
||||
public float rotationCost;
|
||||
public bool useAStar = true;
|
||||
public static SceneContext Instance;
|
||||
|
||||
void Start()
|
||||
void Awake()
|
||||
{
|
||||
Instance = this;
|
||||
Application.targetFrameRate = 144;
|
||||
@ -44,4 +48,5 @@ namespace Logic
|
||||
DrawGizmosFrom(map.First(), new List<Node>());
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
110
Assets/Logic/Utils/Heap.cs
Normal file
110
Assets/Logic/Utils/Heap.cs
Normal file
@ -0,0 +1,110 @@
|
||||
using System;
|
||||
|
||||
namespace Logic.Utils
|
||||
{
|
||||
public class Heap<T> where T : IHeapItem<T>
|
||||
{
|
||||
protected readonly T[] Items;
|
||||
private int _currentItemCount;
|
||||
|
||||
protected Heap(int maxHeapSize)
|
||||
{
|
||||
Items = new T[maxHeapSize];
|
||||
}
|
||||
|
||||
public void Enqueue(T item)
|
||||
{
|
||||
item.HeapIndex = _currentItemCount;
|
||||
Items[_currentItemCount] = item;
|
||||
SortUp(item);
|
||||
_currentItemCount++;
|
||||
}
|
||||
|
||||
public T Dequeue()
|
||||
{
|
||||
T firstItem = Items[0];
|
||||
_currentItemCount--;
|
||||
Items[0] = Items[_currentItemCount];
|
||||
Items[0].HeapIndex = 0;
|
||||
SortDown(Items[0]);
|
||||
return firstItem;
|
||||
}
|
||||
|
||||
public void UpdateItem(T item, int index)
|
||||
{
|
||||
item.HeapIndex = index;
|
||||
Items[index] = item;
|
||||
SortUp(item);
|
||||
}
|
||||
|
||||
public int Count => _currentItemCount;
|
||||
|
||||
private void SortDown(T item)
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
int childIndexLeft = item.HeapIndex * 2 + 1;
|
||||
int childIndexRight = item.HeapIndex * 2 + 2;
|
||||
int swapIndex = 0;
|
||||
if (childIndexLeft < _currentItemCount)
|
||||
{
|
||||
swapIndex = childIndexLeft;
|
||||
if (childIndexRight < _currentItemCount)
|
||||
{
|
||||
if (Items[childIndexLeft].CompareTo(Items[childIndexRight]) < 0)
|
||||
{
|
||||
swapIndex = childIndexRight;
|
||||
}
|
||||
}
|
||||
|
||||
if (item.CompareTo(Items[swapIndex]) < 0)
|
||||
{
|
||||
Swap(item, Items[swapIndex]);
|
||||
}
|
||||
else
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void SortUp(T item)
|
||||
{
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int parentIndex = (item.HeapIndex - 1) / 2;
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while (true)
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{
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if (item.CompareTo(parentItem) > 0)
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{
|
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}
|
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else
|
||||
{
|
||||
break;
|
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}
|
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parentIndex = (item.HeapIndex - 1) / 2;
|
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}
|
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}
|
||||
|
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private void Swap(T itemA, T itemB)
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{
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Items[itemA.HeapIndex] = itemB;
|
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Items[itemB.HeapIndex] = itemA;
|
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int itemAIndex = itemA.HeapIndex;
|
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itemA.HeapIndex = itemB.HeapIndex;
|
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itemB.HeapIndex = itemAIndex;
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}
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}
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{
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int HeapIndex { get; set; }
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}
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}
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File diff suppressed because it is too large
Load Diff
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Loading…
Reference in New Issue
Block a user