89 lines
2.7 KiB
C#
89 lines
2.7 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Pathfinding : MonoBehaviour
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{
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public Transform Player;
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public NodeMap Map;
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// Start is called before the first frame update
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void Start()
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{
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Player = FindObjectOfType<Player>().transform;
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}
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// Update is called once per frame
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void Update()
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{
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}
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public void FindPath(Vector3 startPos, Vector3 targetPos, AStarPathfindingAgent _agent) {
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Node startNode = Map.NodeFromWorldPoint(startPos);
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Node targetNode = Map.NodeFromWorldPoint(targetPos);
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List<Node> openSet = new List<Node>();
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HashSet<Node> closedSet = new HashSet<Node>();
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openSet.Add(startNode);
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while (openSet.Count > 0) {
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Node node = openSet[0];
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for (int i = 1; i < openSet.Count; i ++) {
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if (openSet[i].FCost < node.FCost || openSet[i].FCost == node.FCost) {
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if (openSet[i].hCost < node.hCost)
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node = openSet[i];
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}
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}
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openSet.Remove(node);
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closedSet.Add(node);
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if (node == targetNode) {
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RetracePath(startNode, targetNode, _agent);
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return;
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}
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foreach (Node neighbour in Map.GetNeighbours(node)) {
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if (!neighbour.walkable || closedSet.Contains(neighbour)) {
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continue;
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}
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int newCostToNeighbour = node.GCost + GetDistance(node, neighbour);
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if (newCostToNeighbour < neighbour.GCost || !openSet.Contains(neighbour)) {
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neighbour.GCost = newCostToNeighbour;
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neighbour.hCost = GetDistance(neighbour, targetNode);
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neighbour.parent = node;
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if (!openSet.Contains(neighbour))
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openSet.Add(neighbour);
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}
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}
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}
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}
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int GetDistance(Node nodeA, Node nodeB) {
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int dstX = Mathf.Abs(nodeA.gridPosition.x - nodeB.gridPosition.x);
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int dstY = Mathf.Abs(nodeA.gridPosition.y - nodeB.gridPosition.y);
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if (dstX > dstY)
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return 14*dstY + 10* (dstX-dstY);
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return 14*dstX + 10 * (dstY-dstX);
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}
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void RetracePath(Node startNode, Node endNode, AStarPathfindingAgent agent) {
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List<Node> path = new List<Node>();
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Node currentNode = endNode;
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while (currentNode != startNode) {
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path.Add(currentNode);
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currentNode = currentNode.parent;
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}
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path.Reverse();
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//Debug.Log("I am retracing the path");
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agent.path = path;
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}
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}
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