NPC Speed Fix

This commit is contained in:
KrolMel 2023-01-15 00:57:51 +01:00
commit 0149b8a19f
2 changed files with 310 additions and 291 deletions

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@ -1,149 +1,162 @@
using System; using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using UnityEngine; using UnityEngine;
using UnityEngine.Tilemaps; using UnityEngine.Tilemaps;
public class NodeMap : MonoBehaviour public class NodeMap : MonoBehaviour
{ {
public Vector2Int mapSize; public Vector2Int mapSize;
public Node[,] nodeGrid = new Node[0,0]; public Node[,] nodeGrid = new Node[0,0];
public float cellSize; public float cellSize;
public TileData[] TileDatas; public TileData[] TileDatas;
public Dictionary<TileBase, TileData> DataFromTiles = new Dictionary<TileBase, TileData>(); public Dictionary<TileBase, TileData> DataFromTiles = new Dictionary<TileBase, TileData>();
public bool hasEverRun = false; public bool hasEverRun = false;
public Tilemap tilemap; public Tilemap tilemap;
// Start is called before the first frame update // Start is called before the first frame update
void LateUpdate()
{
if (!hasEverRun){ void Start()
DataFromTiles = new Dictionary<TileBase, TileData>(); {
foreach (var tileData in TileDatas) DataFromTiles = new Dictionary<TileBase, TileData>();
{ foreach (var tileData in TileDatas)
foreach (var tile in tileData.Tiles) {
{ foreach (var tile in tileData.Tiles)
DataFromTiles.Add(tile, tileData); {
} DataFromTiles.Add(tile, tileData);
} }
}
hasEverRun = true; hasEverRun = true;
CreateNodes(); CreateNodes();
TileCheck(); TileCheck();
} }
} public void Generate()
{
DataFromTiles = new Dictionary<TileBase, TileData>();
foreach (var tileData in TileDatas)
public void TileCheck() {
{ foreach (var tile in tileData.Tiles)
foreach (var n in nodeGrid) {
{ DataFromTiles.Add(tile, tileData);
Vector2Int gridPosition = n.gridPosition; }
}
Vector3Int TileGridPosition = tilemap.WorldToCell(n.worldPosition); hasEverRun = true;
TileBase Tile = tilemap.GetTile(TileGridPosition); CreateNodes();
if (Tile == null) continue; TileCheck();
if (!DataFromTiles.ContainsKey(Tile)) }
{
continue;
}
n.walkable = DataFromTiles[Tile].walkable; public void TileCheck()
} {
} foreach (var n in nodeGrid)
{
// Update is called once per frame Vector2Int gridPosition = n.gridPosition;
void Update()
{ Vector3Int TileGridPosition = tilemap.WorldToCell(n.worldPosition);
TileBase Tile = tilemap.GetTile(TileGridPosition);
} if (Tile == null) continue;
if (!DataFromTiles.ContainsKey(Tile))
public void TeleportTo(GameObject g, Node node) {
{ continue;
g.transform.position = node.worldPosition; }
} n.walkable = DataFromTiles[Tile].walkable;
}
public List<Node> GetNeighbours(Node node) }
{
List<Node> neighbours = new List<Node>(); // Update is called once per frame
void Update()
for (int x = -1; x <= 1; x++) {
{
for (int y = -1; y <= 1; y++) }
{
if (x == 0 && y == 0) public void TeleportTo(GameObject g, Node node)
continue; {
g.transform.position = node.worldPosition;
int checkX = node.gridPosition.x + x; }
int checkY = node.gridPosition.y + y;
public List<Node> GetNeighbours(Node node)
if (checkX >= 0 && checkX < mapSize.x && checkY >= 0 && checkY < mapSize.y) {
{ List<Node> neighbours = new List<Node>();
Node item = nodeGrid[checkX, checkY];
neighbours.Add(item); for (int x = -1; x <= 1; x++)
} {
} for (int y = -1; y <= 1; y++)
} {
if (x == 0 && y == 0)
return neighbours; continue;
}
int checkX = node.gridPosition.x + x;
int checkY = node.gridPosition.y + y;
public void CreateNodes()
{ if (checkX >= 0 && checkX < mapSize.x && checkY >= 0 && checkY < mapSize.y)
nodeGrid = new Node[mapSize.x, mapSize.y]; {
for (int x = 0; x < nodeGrid.GetLength(0); x++) Node item = nodeGrid[checkX, checkY];
{ neighbours.Add(item);
for (int y = 0; y < nodeGrid.GetLength(1); y++) }
{ }
Vector2Int gridPosition = new Vector2Int(x, y); }
nodeGrid[x, y] = new Node(gridPosition, GetWorldPosition(gridPosition));
Vector3Int TileGridPosition = tilemap.WorldToCell(nodeGrid[x,y].worldPosition); return neighbours;
TileBase Tile = tilemap.GetTile(TileGridPosition); }
//nodeGrid[x, y].walkable = DataFromTiles[Tile].walkable;
public void CreateNodes()
} {
} nodeGrid = new Node[mapSize.x, mapSize.y];
} for (int x = 0; x < nodeGrid.GetLength(0); x++)
{
public Node NodeFromWorldPoint(Vector2 worldPosition) for (int y = 0; y < nodeGrid.GetLength(1); y++)
{ {
float percentX = (worldPosition.x + mapSize.x / 2) / mapSize.x; Vector2Int gridPosition = new Vector2Int(x, y);
float percentY = (worldPosition.y + mapSize.y / 2) / mapSize.y; nodeGrid[x, y] = new Node(gridPosition, GetWorldPosition(gridPosition));
percentX = Mathf.Clamp01(percentX); Vector3Int TileGridPosition = tilemap.WorldToCell(nodeGrid[x,y].worldPosition);
percentY = Mathf.Clamp01(percentY); TileBase Tile = tilemap.GetTile(TileGridPosition);
int x = Mathf.RoundToInt((mapSize.x - 1) * percentX); //nodeGrid[x, y].walkable = DataFromTiles[Tile].walkable;
int y = Mathf.RoundToInt((mapSize.y - 1) * percentY);
return nodeGrid[x, y]; }
} }
}
public Vector3 GetWorldPosition(Vector2Int position) public Node NodeFromWorldPoint(Vector2 worldPosition)
{ {
Vector3 worldBottomLeft = transform.position - (Vector3.right * (mapSize.x / 2)) - (Vector3.up * (mapSize.y / 2)); float percentX = (worldPosition.x + mapSize.x / 2) / mapSize.x;
Vector3 worldPoint = worldBottomLeft + (Vector3.right * position.x) + (Vector3.up * position.y); float percentY = (worldPosition.y + mapSize.y / 2) / mapSize.y;
Vector3 cellSizeOffset = new Vector3(cellSize / 2, cellSize / 2, 0); percentX = Mathf.Clamp01(percentX);
return worldPoint * cellSize + cellSizeOffset; percentY = Mathf.Clamp01(percentY);
}
int x = Mathf.RoundToInt((mapSize.x - 1) * percentX);
public bool showIndividualNodes; int y = Mathf.RoundToInt((mapSize.y - 1) * percentY);
return nodeGrid[x, y];
}
public void OnDrawGizmos()
{
Gizmos.DrawWireCube(transform.position,new Vector3(mapSize.x,mapSize.y,1) * cellSize); public Vector3 GetWorldPosition(Vector2Int position)
if (!showIndividualNodes) {
{ Vector3 worldBottomLeft = transform.position - (Vector3.right * (mapSize.x / 2)) - (Vector3.up * (mapSize.y / 2));
return; Vector3 worldPoint = worldBottomLeft + (Vector3.right * position.x) + (Vector3.up * position.y);
} Vector3 cellSizeOffset = new Vector3(cellSize / 2, cellSize / 2, 0);
return worldPoint * cellSize + cellSizeOffset;
foreach (var n in nodeGrid) }
{
Vector3 size = Vector3.one * cellSize; public bool showIndividualNodes;
Gizmos.DrawWireCube(n.worldPosition, size);
}
} public void OnDrawGizmos()
} {
Gizmos.DrawWireCube(transform.position,new Vector3(mapSize.x,mapSize.y,1) * cellSize);
if (!showIndividualNodes)
{
return;
}
foreach (var n in nodeGrid)
{
Vector3 size = Vector3.one * cellSize;
Gizmos.DrawWireCube(n.worldPosition, size);
}
}
}

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@ -1,142 +1,148 @@
using System; using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using GUI_Scripts.ProceduralGeneration; using GUI_Scripts.ProceduralGeneration;
using UnityEngine; using UnityEngine;
using UnityEngine.Tilemaps; using UnityEngine.Tilemaps;
using Random = UnityEngine.Random; using Random = UnityEngine.Random;
using Vector2 = System.Numerics.Vector2; using Vector2 = System.Numerics.Vector2;
public class TileMapGenerator : MonoBehaviour public class TileMapGenerator : MonoBehaviour
{ {
// Start is called before the first frame update // Start is called before the first frame update
public Tilemap ground, walls; public Tilemap ground, walls;
public Tile ground1, wall1, corner_left_up, corner_left_down, corner_right_down, corner_right_up, left, right, up, down; public Tile ground1, wall1, corner_left_up, corner_left_down, corner_right_down, corner_right_up, left, right, up, down;
public Graph graph; public Graph graph;
public List<Vector3> availablePos; public List<Vector3> availablePos;
public bool generated=false;
private void Start() public bool nodeMapGenerated = false;
{
while (!Generate()) private void Start()
{ {
while (!(generated=Generate()))
} {
}
}
}
bool Generate()
{ void Update()
Map map = new Map(new Vector2Int(100, 100)); {
List<FloodFill> fillers = new List<FloodFill>(); if (generated && !nodeMapGenerated)
{
GameObject.FindObjectOfType<NodeMap>().Generate();
for (int i = 0; i < 60; i++) nodeMapGenerated = true;
{ }
FloodFill filler = new FloodFill(map, 1, new Vector2Int(Random.Range(0, 70), Random.Range(0, 70))); }
fillers.Add(filler);
}
map.Fill(fillers); bool Generate()
{
Graph graph = new Graph(map); Map map = new Map(new Vector2Int(100, 100));
foreach (var filler in fillers) List<FloodFill> fillers = new List<FloodFill>();
{
graph.graphNodes.Add(filler);
} for (int i = 0; i < 60; i++)
graph.Connect(); {
Debug.Log(graph.checkConnectivity()); FloodFill filler = new FloodFill(map, 1, new Vector2Int(Random.Range(0, 70), Random.Range(0, 70)));
fillers.Add(filler);
int count = fillers.Count; }
for (int i = 0; i < 101; i++) map.Fill(fillers);
{
GraphNode random = graph.graphNodes[Random.Range(0, graph.graphNodes.Count)]; Graph graph = new Graph(map);
graph.removeNode(random); foreach (var filler in fillers)
random.id = 2; {
graph.graphNodes.Add(filler);
if (!graph.checkConnectivity()) }
{ graph.Connect();
graph.AddNode(random); Debug.Log(graph.checkConnectivity());
random.id = 1;
} int count = fillers.Count;
for (int i = 0; i < 101; i++)
if (graph.graphNodes.Count < count / 2) {
{ GraphNode random = graph.graphNodes[Random.Range(0, graph.graphNodes.Count)];
break; graph.removeNode(random);
} random.id = 2;
} if (!graph.checkConnectivity())
{
if (graph.graphNodes.Count > count * 0.8) graph.AddNode(random);
{ random.id = 1;
return false; }
}
if (graph.graphNodes.Count < count / 2)
GraphNode playerPosStart = graph.graphNodes[Random.Range(0, graph.graphNodes.Count)]; {
Vector2Int startPos = playerPosStart.positions.ElementAt(Random.Range(0, playerPosStart.positions.Count)); break;
Vector3 possiblePos = default; }
foreach (var filler in fillers)
{ }
int id = filler.id;
foreach (var pos in filler.positions) if (graph.graphNodes.Count > count * 0.8)
{ {
if (id == 1) return false;
{ }
ground.SetTile(new Vector3Int(pos.x,pos.y,0), ground1);
possiblePos = new Vector3Int(pos.x, pos.y, 0); GraphNode playerPosStart = graph.graphNodes[Random.Range(0, graph.graphNodes.Count)];
availablePos.Add(possiblePos); Vector2Int startPos = playerPosStart.positions.ElementAt(Random.Range(0, playerPosStart.positions.Count));
} Vector3 possiblePos = default;
else if (id == 2) foreach (var filler in fillers)
{ {
walls.SetTile(new Vector3Int(pos.x,pos.y,0), wall1); int id = filler.id;
foreach (var pos in filler.positions)
} {
} if (id == 1)
} {
ground.SetTile(new Vector3Int(pos.x,pos.y,0), ground1);
possiblePos = new Vector3Int(pos.x, pos.y, 0);
availablePos.Add(possiblePos);
walls.SetTile(new Vector3Int(-1,-1,0), corner_left_down); }
walls.SetTile(new Vector3Int(-1,100,0), corner_left_up); else if (id == 2)
walls.SetTile(new Vector3Int(100,100,0), corner_right_up); {
walls.SetTile(new Vector3Int(100,-1,0), corner_right_down); walls.SetTile(new Vector3Int(pos.x,pos.y,0), wall1);
for (int i=0; i<100; i++){walls.SetTile(new Vector3Int(-1,i,0), left);} }
for (int i=0; i<100; i++){walls.SetTile(new Vector3Int(100,i,0), right);} }
for (int i=0; i<100; i++){walls.SetTile(new Vector3Int(i,-1,0), down);} }
for (int i=0; i<100; i++){walls.SetTile(new Vector3Int(i,100,0), up);}
Debug.Log(startPos); walls.SetTile(new Vector3Int(-1,-1,0), corner_left_down);
Debug.Log("cell added"); walls.SetTile(new Vector3Int(-1,100,0), corner_left_up);
walls.SetTile(new Vector3Int(100,100,0), corner_right_up);
GameObject Player = GameObject.FindWithTag("Player"); walls.SetTile(new Vector3Int(100,-1,0), corner_right_down);
Player.transform.position = randomCoordsForStanding();
for (int i=0; i<100; i++){walls.SetTile(new Vector3Int(-1,i,0), left);}
//randomCoordsForStanding(); for (int i=0; i<100; i++){walls.SetTile(new Vector3Int(100,i,0), right);}
for (int i=0; i<100; i++){walls.SetTile(new Vector3Int(i,-1,0), down);}
return true; for (int i=0; i<100; i++){walls.SetTile(new Vector3Int(i,100,0), up);}
}
Debug.Log(startPos);
public Vector3 randomCoordsForStanding() Debug.Log("cell added");
{
//Tile test = new Tile(); GameObject Player = GameObject.FindWithTag("Player");
while (true) Player.transform.position = randomCoordsForStanding();
{
int bound = availablePos.Count; //randomCoordsForStanding();
int randomVal;
randomVal = Random.Range(0, bound); return true;
}
return availablePos[randomVal] + new Vector3( 0.5f, 0.5f, 0f);
}
public Vector3 randomCoordsForStanding()
{
} //Tile test = new Tile();
while (true)
// Update is called once per frame {
void Update() int bound = availablePos.Count;
{ int randomVal;
randomVal = Random.Range(0, bound);
}
} return availablePos[randomVal] + new Vector3( 0.5f, 0.5f, 0f);
}
}
}