Implmentacja A*
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@ -53,7 +53,7 @@
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</PropertyGroup>
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<ItemGroup>
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<Compile Include="Assets\Logic\UI\UIInventoryManager.cs" />
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<Compile Include="Assets\Logic\Agent\FringeNodes.cs" />
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<Compile Include="Assets\Logic\Agent\FringeNode.cs" />
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<Compile Include="Assets\Logic\Agent\Waitress.cs" />
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<Compile Include="Assets\Logic\Data\Ingredient.cs" />
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<Compile Include="Assets\Logic\Utils\FloatComparer.cs" />
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@ -61,6 +61,7 @@
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<Compile Include="Assets\Logic\SceneContext.cs" />
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<Compile Include="Assets\Logic\Data\Money.cs" />
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<Compile Include="Assets\Logic\Data\Customer.cs" />
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<Compile Include="Assets\Logic\Agent\FringeNodeHeap.cs" />
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<Compile Include="Assets\Logic\Agent\PathFinder.cs" />
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<Compile Include="Assets\Logic\UIManager.cs" />
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<Compile Include="Assets\Logic\Data\Food.cs" />
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@ -69,6 +70,7 @@
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<Compile Include="Assets\Logic\Agent\State.cs" />
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<Compile Include="Assets\Logic\Utils\Randomizer.cs" />
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<Compile Include="Assets\Logic\AgentManager.cs" />
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<Compile Include="Assets\Logic\Utils\Heap.cs" />
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<Compile Include="Assets\Logic\KitchenTableManager.cs" />
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<Compile Include="Assets\Logic\UI\UIQueueManager.cs" />
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<Compile Include="Assets\Logic\UI\UIQueue.cs" />
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78
Assets/Graphics/Materials/NodeExplored_Mat.mat
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34
Assets/Logic/Agent/FringeNode.cs
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34
Assets/Logic/Agent/FringeNode.cs
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@ -0,0 +1,34 @@
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using Logic.Utils;
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namespace Logic.Agent
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{
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public class FringeNode: IHeapItem<FringeNode>
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{
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public readonly State State;
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public FringeNode Parent;
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public AgentAction Action;
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public float HCost;
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public float GCost;
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public int HeapIndex { get; set; }
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public FringeNode(State state)
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{
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State = state;
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}
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public float FCost => GCost + HCost;
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public int CompareTo(FringeNode other)
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{
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int compare = FCost.CompareTo(other.FCost);
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if (compare == 0)
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{
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compare = HCost.CompareTo(other.HCost);
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}
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return -compare;
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}
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}
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}
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31
Assets/Logic/Agent/FringeNodeHeap.cs
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31
Assets/Logic/Agent/FringeNodeHeap.cs
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using Logic.Utils;
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namespace Logic.Agent
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{
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public class FringeNodeHeap: Heap<FringeNode>
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{
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public FringeNodeHeap(int maxHeapSize) : base(maxHeapSize) { }
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public bool Contains(FringeNode item)
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{
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foreach (FringeNode fringeNode in Items)
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{
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if (fringeNode != null && fringeNode.State.Equals(item.State))
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return true;
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}
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return false;
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}
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public FringeNode GetItem(FringeNode item)
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{
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foreach (FringeNode fringeNode in Items)
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{
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if (fringeNode != null && fringeNode.State.Equals(item.State))
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return fringeNode;
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}
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return null;
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}
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}
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}
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3
Assets/Logic/Agent/FringeNodeHeap.cs.meta
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3
Assets/Logic/Agent/FringeNodeHeap.cs.meta
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 34a52f0a39ad4d9faf3238d9cd5dd6bc
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timeCreated: 1619354659
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@ -1,20 +0,0 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using Logic.Agent;
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namespace Assets.Logic.Agent
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{
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public class FringeNodes
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{
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public FringeNodes(State state)
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{
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State = state;
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}
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public State State;
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public FringeNodes Parent;
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public AgentAction Action;
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}
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}
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@ -1,7 +1,6 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Assets.Logic.Agent;
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using Logic.Graph;
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using UnityEngine;
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@ -9,10 +8,72 @@ namespace Logic.Agent
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{
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public class PathFinder : MonoBehaviour
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{
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public Stack<AgentAction> GraphSearch(Queue<FringeNodes> fringe, HashSet<FringeNodes> explored, State iState, State goalState)
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public Stack<AgentAction> GraphSearchWithCost(FringeNodeHeap fringe, HashSet<FringeNode> explored, State iState, State goalState)
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{
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Stack<AgentAction> stack = new Stack<AgentAction>();
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fringe.Enqueue(new FringeNodes(iState));
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fringe.Enqueue(new FringeNode(iState));
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while (fringe.Count != 0)
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{
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var elem = fringe.Dequeue();
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if (goalTest(elem.State, goalState))
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{
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while (!elem.State.Equals(iState))
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{
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elem.State.AgentPosition.MarkAsPath();
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stack.Push(elem.Action);
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elem = elem.Parent;
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}
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return stack;
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}
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explored.Add(elem);
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foreach (Tuple<State, AgentAction> successor in Succ(elem.State))
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{
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var x = new FringeNode(successor.Item1)
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{
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Parent = elem,
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Action = successor.Item2,
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HCost = GETDistanceBetweenStates(successor.Item1, goalState),
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GCost = GETDistanceBetweenStates(elem.State, successor.Item1) + elem.GCost + successor.Item1.AgentPosition.GETNodeCost()
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};
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if (!fringe.Contains(x) && !explored.Any(z => z.State.Equals(successor.Item1)))
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{
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fringe.Enqueue(x);
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x.State.AgentPosition.MarkAsExplored();
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}
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else if (fringe.Contains(x) && fringe.GetItem(x).FCost > x.FCost)
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{
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fringe.UpdateItem(x, fringe.GetItem(x).HeapIndex);
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}
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}
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}
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return stack;
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}
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private float GETDistanceBetweenStates(State state1, State state2)
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{
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var state1Pos = state1.AgentPosition.transform.position;
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var state2Pos = state2.AgentPosition.transform.position;
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float distX = Mathf.Abs(state1Pos.x - state2Pos.x);
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float distY = Mathf.Abs(state1Pos.z - state2Pos.z);
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if (state1.AgentRotation != state2.AgentRotation)
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{
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return distX + distY + SceneContext.Instance.rotationCost;
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}
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return distX + distY;
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}
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public Stack<AgentAction> GraphSearch(Queue<FringeNode> fringe, HashSet<FringeNode> explored, State iState, State goalState)
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{
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Stack<AgentAction> stack = new Stack<AgentAction>();
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fringe.Enqueue(new FringeNode(iState));
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while (fringe.Count != 0)
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{
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var elem = fringe.Dequeue();
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@ -34,8 +95,9 @@ namespace Logic.Agent
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if (fringe.Any(z =>
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z.State.Equals(successor.Item1)) || explored.Any(z => z.State.Equals(successor.Item1)))
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continue;
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var x = new FringeNodes(successor.Item1) {Parent = elem, Action = successor.Item2};
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var x = new FringeNode(successor.Item1) {Parent = elem, Action = successor.Item2};
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fringe.Enqueue(x);
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x.State.AgentPosition.MarkAsExplored();
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}
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}
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@ -1,7 +1,6 @@
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using Logic.Graph;
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using System;
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namespace Assets.Logic.Agent
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namespace Logic.Agent
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{
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public enum Rotation
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{
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@ -2,8 +2,8 @@ using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Diagnostics;
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using Assets.Logic.Agent;
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using Logic.Graph;
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using Logic.Utils;
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using UnityEngine;
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using Debug = UnityEngine.Debug;
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@ -17,11 +17,9 @@ namespace Logic.Agent
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}
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public class Waitress : MonoBehaviour
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{
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//[SerializeField] private Node currentNode;
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public Node StartNode;
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public Node startNode;
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[SerializeField] private bool isFollowingPath;
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[SerializeField] private bool canMove = true;
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//private Node _previousNode;
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private State _currentState;
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private State _previousState;
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private PathFinder _pathFinder;
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@ -29,12 +27,8 @@ namespace Logic.Agent
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void Awake()
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{
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_pathFinder = GetComponent<PathFinder>();
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_currentState = new State();
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_currentState.AgentPosition = StartNode;
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_currentState.AgentRotation = Rotation.Top;
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_previousState = new State();
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_previousState.AgentPosition = StartNode;
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_previousState.AgentRotation = Rotation.Top;
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_currentState = new State {AgentPosition = startNode, AgentRotation = Rotation.Top};
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_previousState = new State {AgentPosition = startNode, AgentRotation = Rotation.Top};
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}
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void Update()
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@ -74,12 +68,30 @@ namespace Logic.Agent
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goalState.AgentPosition = table;
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goalState.AgentRotation = Rotation.Right;
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Stack<AgentAction> actions = _pathFinder.GraphSearch(new Queue<FringeNodes>(), new HashSet<FringeNodes>(),
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_currentState, goalState);
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Stack<AgentAction> actions;
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if (SceneContext.Instance.useAStar)
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{
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var priorityQueue = new FringeNodeHeap(SceneContext.Instance.map.Count * 4);
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actions = _pathFinder.GraphSearchWithCost(priorityQueue, new HashSet<FringeNode>(), _currentState, goalState);
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}
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else
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{
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actions = _pathFinder.GraphSearch(new Queue<FringeNode>(), new HashSet<FringeNode>(), _currentState, goalState);
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}
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if (actions.Count > 0)
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{
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StartCoroutine(ExecuteActions(actions));
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}
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}
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private void ClearMap()
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{
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foreach (Node node in SceneContext.Instance.map)
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{
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node.ClearPathMark();
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}
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}
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private IEnumerator ExecuteActions(Stack<AgentAction> actions)
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@ -118,18 +130,16 @@ namespace Logic.Agent
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: Rotation.Left;
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break;
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case AgentAction.GoForward:
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StartCoroutine(
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RunToAnotherNode(_currentState.AgentPosition.FindNode(_currentState.AgentRotation)));
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StartCoroutine(RunToAnotherNode(_currentState.AgentPosition.FindNode(_currentState.AgentRotation)));
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break;
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}
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//node.Item2?.Invoke();
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}
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yield return new WaitForEndOfFrame();
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}
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isFollowingPath = false;
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ClearMap();
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}
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private IEnumerator RotateLeft()
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@ -160,7 +170,7 @@ namespace Logic.Agent
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float i = 0;
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while (i <= 1)
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{
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Debug.Log(i);
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// Debug.Log(i);
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transform.rotation = Quaternion.Slerp(startRotation, targetRotation, i);
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yield return new WaitForEndOfFrame();
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i += Time.deltaTime*3;
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|
@ -1,7 +1,7 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Assets.Logic.Agent;
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using Logic.Agent;
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using Logic.Utils;
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using UnityEngine;
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@ -12,12 +12,10 @@ namespace Logic.Graph
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public List<Node> neighbors;
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[SerializeField] private Material nodeMat;
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[SerializeField] private Material pathMat;
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[SerializeField] private Material exploredMat;
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[SerializeField] private bool debug = false;
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[SerializeField] private int movementPenalty = 0;
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[SerializeField] private int hCost;
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[SerializeField] private int gCost;
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public int FCost => gCost + hCost;
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[SerializeField] private float movementPenalty;
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private readonly float _maxRayRange = 0.75f;
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private readonly float _maxTableRayRange = 0.5f;
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@ -34,8 +32,14 @@ namespace Logic.Graph
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{
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_renderer = GetComponent<Renderer>();
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InitializeNeighbours();
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movementPenalty += SceneContext.Instance.nodeBaseCost;
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}
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public float GETNodeCost()
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{
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return movementPenalty;
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}
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public void MarkAsPath()
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{
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if (!gameObject.CompareTag("Table"))
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@ -44,6 +48,14 @@ namespace Logic.Graph
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}
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}
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public void MarkAsExplored()
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{
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if (!gameObject.CompareTag("Table"))
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{
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_renderer.material = exploredMat;
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}
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}
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public void ClearPathMark()
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{
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if (!gameObject.CompareTag("Table"))
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@ -67,11 +79,11 @@ namespace Logic.Graph
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case Rotation.Top:
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return neighbors.FirstOrDefault(x =>
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x.transform.position.x.IsEq(transform.position.x) &&
|
||||
x.transform.position.z.IsEq(transform.position.z + 1.25f));
|
||||
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 - 1.25f));
|
||||
x.transform.position.z.IsEq(transform.position.z - 1));
|
||||
default:
|
||||
return null;
|
||||
}
|
||||
@ -176,7 +188,6 @@ namespace Logic.Graph
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -10,6 +10,9 @@ namespace Logic
|
||||
{
|
||||
public List<Node> map;
|
||||
public ObstacleData[] obstacles;
|
||||
public float nodeBaseCost;
|
||||
public float rotationCost;
|
||||
public bool useAStar = true;
|
||||
public static SceneContext Instance;
|
||||
|
||||
void Awake()
|
||||
|
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)
|
||||
{
|
||||
int parentIndex = (item.HeapIndex - 1) / 2;
|
||||
while (true)
|
||||
{
|
||||
T parentItem = Items[parentIndex];
|
||||
if (item.CompareTo(parentItem) > 0)
|
||||
{
|
||||
Swap(item, parentItem);
|
||||
}
|
||||
else
|
||||
{
|
||||
break;
|
||||
}
|
||||
parentIndex = (item.HeapIndex - 1) / 2;
|
||||
}
|
||||
}
|
||||
|
||||
private void Swap(T itemA, T itemB)
|
||||
{
|
||||
Items[itemA.HeapIndex] = itemB;
|
||||
Items[itemB.HeapIndex] = itemA;
|
||||
int itemAIndex = itemA.HeapIndex;
|
||||
itemA.HeapIndex = itemB.HeapIndex;
|
||||
itemB.HeapIndex = itemAIndex;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
public interface IHeapItem<T> : IComparable<T>
|
||||
{
|
||||
int HeapIndex { get; set; }
|
||||
}
|
||||
}
|
3
Assets/Logic/Utils/Heap.cs.meta
Normal file
3
Assets/Logic/Utils/Heap.cs.meta
Normal file
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
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guid: 92f8dbe7c78e4a119f67c2ce3b6a4b5f
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timeCreated: 1619189961
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- component: {fileID: 6453329937250285970}
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- component: {fileID: 8315836113623620561}
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- component: {fileID: 7059161905270609152}
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||||
- component: {fileID: 2089487727296566617}
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||||
m_Layer: 9
|
||||
m_Name: BarObstacle
|
||||
m_TagString: Untagged
|
||||
@ -46,22 +45,9 @@ BoxCollider:
|
||||
m_IsTrigger: 0
|
||||
m_Enabled: 1
|
||||
serializedVersion: 2
|
||||
m_Size: {x: 1, y: 1.1, z: 1.1}
|
||||
m_Size: {x: 1, y: 1, z: 1}
|
||||
m_Center: {x: 0, y: 0, z: 0}
|
||||
--- !u!114 &7059161905270609152
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||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
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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_GameObject: {fileID: 4775359161287261870}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: d9978794eb6647e2972119f5cdf214d6, type: 3}
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m_Name:
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||||
m_EditorClassIdentifier:
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||||
obstacleType: 0
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||||
--- !u!114 &2089487727296566617
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||||
MonoBehaviour:
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||||
m_ObjectHideFlags: 0
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||||
m_CorrespondingSourceObject: {fileID: 0}
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||||
@ -101,7 +87,7 @@ Transform:
|
||||
m_GameObject: {fileID: 7458537012890967998}
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m_LocalRotation: {x: -0, y: -0, z: 0.7071069, w: 0.70710677}
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m_LocalPosition: {x: -0.000000017881, y: 0, z: -0.003}
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m_LocalScale: {x: 0.34042966, y: 1, z: 1}
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m_LocalScale: {x: 0.32, y: 1, z: 1}
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||||
m_Children: []
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||||
m_Father: {fileID: 6453329937250285970}
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m_RootOrder: 1
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||||
@ -182,7 +168,7 @@ Transform:
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||||
m_GameObject: {fileID: 8706372573158961954}
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m_LocalRotation: {x: -0, y: -0, z: 0.7071069, w: 0.70710677}
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m_LocalPosition: {x: -0.00000059678, y: -0.00000044656, z: -0.50938}
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||||
m_LocalScale: {x: 0.33080274, y: 1, z: 0.50625}
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||||
m_LocalScale: {x: 0.315, y: 1, z: 0.50625}
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||||
m_Children: []
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||||
m_Father: {fileID: 6453329937250285970}
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||||
m_RootOrder: 0
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||||
|
@ -46,15 +46,12 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: c774c22d330c32f48bfaca0426c29ad5, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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neighbors: []
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nodeMat: {fileID: 2100000, guid: bc3e8f6bac7842c4ab76e3b39f31a353, type: 2}
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pathMat: {fileID: 2100000, guid: 1293cff8126771046a5a69f1aa772d65, type: 2}
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||||
neighbors: []
|
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maxRange: 0.75
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||||
maxSphereRange: 0.25
|
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exploredMat: {fileID: 2100000, guid: 9ac24eaf07a787147878b53b3ef377bc, type: 2}
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debug: 0
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movementPenalty: 0
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||||
hCost: 0
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||||
gCost: 0
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--- !u!23 &5273760715526374001
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||||
MeshRenderer:
|
||||
m_ObjectHideFlags: 0
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||||
|
@ -186,7 +186,7 @@ Transform:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 2381946650362024112}
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m_LocalRotation: {x: -0.00000019949603, y: 0.7071068, z: 0.7071068, w: 0.00000019949603}
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m_LocalPosition: {x: 0, y: -0.018, z: 0.425}
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||||
m_LocalPosition: {x: 0, y: 0.003, z: 0.301}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children:
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- {fileID: 7930305233008882851}
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@ -336,11 +336,12 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 682c70c355804410af55074b0d8c0a88, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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neighbors: []
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nodeMat: {fileID: 0}
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pathMat: {fileID: 0}
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neighbors: []
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maxRange: 0.1
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exploredMat: {fileID: 0}
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debug: 0
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movementPenalty: 0
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recipePrefab: {fileID: 1685343955664076, guid: 72653085a6b827f48b10b434c7972f1c, type: 3}
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moneyPrefab: {fileID: 1950871307682000, guid: 01348926c7cbb3347a006c37204131c3, type: 3}
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spawnPoint: {fileID: 5331314718952806374}
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@ -702,7 +703,7 @@ Transform:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 8350420071825697581}
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m_LocalRotation: {x: -0.7071068, y: 0, z: 0, w: 0.7071068}
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m_LocalPosition: {x: 0, y: -0.01, z: -0.376}
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m_LocalPosition: {x: 0, y: 0.016, z: -0.218}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children:
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- {fileID: 6488503019443644745}
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|
File diff suppressed because it is too large
Load Diff
Loading…
Reference in New Issue
Block a user