Scriptum/Assets/Scripts/Pathfinding/AStarPathfindingAgent.cs

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AStarPathfindingAgent : MonoBehaviour
{
public float speed = 0.5f;
private NodeMap Map;
private Pathfinding Pathfinder;
public Node currentPosition;
public bool isChasing;
private Animator myAnim;
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private float moveX;
private float moveY;
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public Vector3 point;
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public List<Node> path;
// Start is called before the first frame update
private void Awake()
{
Map = FindObjectOfType<NodeMap>();
Pathfinder = FindObjectOfType<Pathfinding>();
}
void Start()
{
currentPosition = Map.NodeFromWorldPoint(new Vector2(transform.position.x, transform.position.y));
//Debug.Log("current world position:" + currentPosition.worldPosition + " current transform position:" + transform.position);
Map.TeleportTo(this.gameObject, currentPosition);
}
// Update is called once per frame
void Update()
{
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}
public void FindPath()
{
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var player = FindObjectOfType<Player>().gameObject;
point = player.transform.position;
FindPoint();
}
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public void FindPoint()
{
Pathfinder.FindPath(transform.position, point, this);
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}
public IEnumerator FollowPath()
{
myAnim = GetComponent<Animator>();
myAnim.SetBool("isChasing", true);
myAnim.SetBool("left", false);
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int targetIndex = 0;
if (path == null || path.Count == 0)
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{
isChasing = false;
myAnim.SetBool("isChasing", false);
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yield break;
}
Vector3 currentWorldPosition;
Node currentWaypoint = path[targetIndex];
while (true)
{
currentWorldPosition = transform.position;
//if (transform.position == currentWaypoint.worldPosition)
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if (Vector3.Distance(transform.position, currentWaypoint.worldPosition)<0.001f)
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{
targetIndex++;
bool reachedPosition = targetIndex >= path.Count;
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Debug.Log( targetIndex >= path.Count);
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if (reachedPosition)
{
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//myAnim.SetBool("isRunning", false);
myAnim.SetBool("isChasing", false);
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yield break;
}
currentWaypoint = path[targetIndex];
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}
Vector3 current = transform.position;
Vector3 target = currentWaypoint.worldPosition;
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if (point.x < current.x)
{
myAnim.SetBool("Left", true);
}
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if (point.x >= current.x)
{
myAnim.SetBool("Left", false);
}
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moveX = point.x - current.x;
moveY = point.y - current.y;
myAnim.SetFloat("Yinfo", moveY);
myAnim.SetFloat("Xinfo", moveX);
/*if (point.y < current.y)
{
myAnim.SetFloat("Yinfo", -1);
if (point.x >= current.x)
{
myAnim.SetFloat("Xinfo", -1);
}
if (point.x < current.x)
{
myAnim.SetFloat("Xinfo", 1);
}
}
if (point.y >= current.y)
{
myAnim.SetFloat("Yinfo", 1);
if (point.x >= current.x)
{
myAnim.SetFloat("Xinfo", -1);
}
if (point.x < current.x)
{
myAnim.SetFloat("Xinfo", 1);
}
}*/
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transform.position = Vector3.MoveTowards(current, target, speed * Time.deltaTime);
yield return null;
}
}
public void OnDrawGizmos()
{
Gizmos.color = Color.red;
Gizmos.DrawCube(currentPosition.worldPosition, Vector3.one);
Gizmos.color = Color.black;
if (path == null) return;
foreach (var n in path)
{
Gizmos.DrawCube(n.worldPosition, Vector3.one);
}
}
}