Added A* pathfinding for NPCs

This commit is contained in:
Jakub Sztuba 2022-11-07 22:18:28 +01:00
parent be7009c578
commit 01b0d5ca21
103 changed files with 4155 additions and 726 deletions

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@ -95,7 +95,13 @@ public class FollowingEnemy : Enemy
anim.SetFloat("Yinfo", dir.y);
}
}
CheckDistance();
if (CheckDistance())
{
MoveCharacter();
}
//CheckDistance();
//StartCoroutine(Timer());
//Code below is for dealing damage to player
@ -136,33 +142,44 @@ public class FollowingEnemy : Enemy
PlayerPrefs.SetInt(enemyName, isKilled);
}
}
private void FixedUpdate()
{
if (Physics2D.OverlapCircle(transform.position, chaseRadius, whatisplayer))
/*if (Physics2D.OverlapCircle(transform.position, chaseRadius, whatisplayer))
{
MoveCharacter(movement);
MoveCharacter();
}
if (Physics2D.OverlapCircle(transform.position, attackRadius, whatisplayer))
{
rb.velocity = Vector2.zero;
}
}*/
}
private void MoveCharacter(Vector2 dir)
public AStarPathfindingAgent agent;
private void MoveCharacter()
{
rb.MovePosition((Vector2)transform.position + (dir * moveSpeed * Time.deltaTime));
StopAllCoroutines();
//rb.MovePosition((Vector2)transform.position + (dir * moveSpeed * Time.deltaTime));
agent.FindPath();
StartCoroutine(agent.FollowPath());
}
void CheckDistance()
bool CheckDistance()
{
if(Vector2.Distance(target.position, transform.position) <= chaseRadius && Vector2.Distance(target.position, transform.position) > attackRadius)
{
transform.position = Vector2.MoveTowards(transform.position, target.position, moveSpeed * Time.deltaTime);
//transform.position = Vector2.MoveTowards(transform.position, target.position, moveSpeed * Time.deltaTime);
return true;
}
return false;
}
private void OnDrawGizmos()
{
Gizmos.color = Color.magenta;
Gizmos.DrawWireSphere(transform.position,chaseRadius);
}
void OnTriggerEnter2D(Collider2D collision)
{
///For attacking player

View File

@ -8,6 +8,8 @@ public class FollowingPatrollingEnemy : Enemy
public int currentPoint;
public Transform currentGoal;
public AStarPathfindingAgent agent;
public Transform target;
public float chaseRadius;
public float attackRadius;
@ -41,6 +43,11 @@ public class FollowingPatrollingEnemy : Enemy
public float expValue;
void Awake()
{
//agent = GetComponent<AStarPathfindingAgent>();
}
// Start is called before the first frame update
void Start()
{
@ -100,7 +107,7 @@ public class FollowingPatrollingEnemy : Enemy
TakeDamage(1.0f);
hit = false;
timerHit = 0f;
TakeKnockback();
//TakeKnockback();
}
}
if (gameObject.active == false)
@ -113,15 +120,23 @@ public class FollowingPatrollingEnemy : Enemy
void CheckDistance()
{
StopAllCoroutines();
if (Vector2.Distance(target.position, transform.position) <= chaseRadius && Vector2.Distance(target.position, transform.position) > attackRadius)
{
transform.position = Vector2.MoveTowards(transform.position, target.position, moveSpeed * Time.deltaTime);
//Debug.Log(agent);
agent.FindPath();
//transform.position = Vector2.MoveTowards(transform.position, target.position, moveSpeed * Time.deltaTime);
StartCoroutine(agent.FollowPath());
}
else if (Vector2.Distance(target.position, transform.position) > chaseRadius)
{
//Debug.Log(Vector2.Distance(transform.position, path[currentPoint].position));
if (Vector2.Distance(transform.position, path[currentPoint].position) > roundingDistance)
{
StopAllCoroutines();
transform.position = Vector2.MoveTowards(transform.position, path[currentPoint].position, moveSpeed * Time.deltaTime);
}
else

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@ -0,0 +1,84 @@
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 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()
{
}
public void FindPath()
{
Pathfinder.FindPath(transform.position,Pathfinder.Player.position, this);
}
public IEnumerator FollowPath()
{
int targetIndex = 0;
if (path == null || path.Count == 0)
{
yield break;
}
Vector3 currentWorldPosition;
Node currentWaypoint = path[targetIndex];
while (true)
{
currentWorldPosition = transform.position;
if (transform.position == currentWaypoint.worldPosition)
{
targetIndex++;
bool reachedPosition = targetIndex >= path.Count;
if (reachedPosition)
{
yield break;
}
currentWaypoint = path[targetIndex];
}
Vector3 current = transform.position;
Vector3 target = currentWaypoint.worldPosition;
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);
}
}
}

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@ -0,0 +1,28 @@
using System.Collections;
using System.Collections.Generic;
using UnityEditor.Build.Content;
using UnityEngine;
[System.Serializable]
public class Node
{
public int GCost;
public int hCost;
public Node parent;
public bool walkable = false;
public int FCost
{
get
{
return GCost + hCost;
}
}
public Vector3 worldPosition;
public Vector2Int gridPosition;
public Node(Vector2Int _gridPosition, Vector3 _worldPosition)
{
worldPosition = _worldPosition;
gridPosition = _gridPosition;
}
}

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@ -0,0 +1,144 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.Tilemaps;
public class NodeMap : MonoBehaviour
{
public Vector2Int mapSize;
public Node[,] nodeGrid = new Node[0,0];
public float cellSize;
public TileData[] TileDatas;
public Dictionary<TileBase, TileData> DataFromTiles = new Dictionary<TileBase, TileData>();
public Tilemap tilemap;
// Start is called before the first frame update
void Awake()
{
DataFromTiles = new Dictionary<TileBase, TileData>();
foreach (var tileData in TileDatas)
{
foreach (var tile in tileData.Tiles)
{
DataFromTiles.Add(tile, tileData);
}
}
CreateNodes();
TileCheck();
}
public void TileCheck()
{
foreach (var n in nodeGrid)
{
Vector2Int gridPosition = n.gridPosition;
Vector3Int TileGridPosition = tilemap.WorldToCell(n.worldPosition);
TileBase Tile = tilemap.GetTile(TileGridPosition);
if (Tile == null) continue;
if (!DataFromTiles.ContainsKey(Tile))
{
continue;
}
n.walkable = DataFromTiles[Tile].walkable;
}
}
// Update is called once per frame
void Update()
{
}
public void TeleportTo(GameObject g, Node node)
{
g.transform.position = node.worldPosition;
}
public List<Node> GetNeighbours(Node node)
{
List<Node> neighbours = new List<Node>();
for (int x = -1; x <= 1; x++)
{
for (int y = -1; y <= 1; y++)
{
if (x == 0 && y == 0)
continue;
int checkX = node.gridPosition.x + x;
int checkY = node.gridPosition.y + y;
if (checkX >= 0 && checkX < mapSize.x && checkY >= 0 && checkY < mapSize.y)
{
Node item = nodeGrid[checkX, checkY];
neighbours.Add(item);
}
}
}
return neighbours;
}
public void CreateNodes()
{
nodeGrid = new Node[mapSize.x, mapSize.y];
for (int x = 0; x < nodeGrid.GetLength(0); x++)
{
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);
TileBase Tile = tilemap.GetTile(TileGridPosition);
//nodeGrid[x, y].walkable = DataFromTiles[Tile].walkable;
}
}
}
public Node NodeFromWorldPoint(Vector2 worldPosition)
{
float percentX = (worldPosition.x + mapSize.x / 2) / mapSize.x;
float percentY = (worldPosition.y + mapSize.y / 2) / mapSize.y;
percentX = Mathf.Clamp01(percentX);
percentY = Mathf.Clamp01(percentY);
int x = Mathf.RoundToInt((mapSize.x - 1) * percentX);
int y = Mathf.RoundToInt((mapSize.y - 1) * percentY);
return nodeGrid[x, y];
}
public Vector3 GetWorldPosition(Vector2Int position)
{
Vector3 worldBottomLeft = transform.position - (Vector3.right * mapSize.x / 2) - (Vector3.up * (mapSize.y/ 2));
Vector3 worldPoint = worldBottomLeft + (Vector3.right * position.x) + (Vector3.up * position.y);
Vector3 cellSizeOffset = new Vector3(cellSize / 2, cellSize / 2, 0);
return worldPoint * cellSize + cellSizeOffset;
}
public bool showIndividualNodes;
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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@ -0,0 +1,88 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Pathfinding : MonoBehaviour
{
public Transform Player;
public NodeMap Map;
// Start is called before the first frame update
void Start()
{
Player = FindObjectOfType<Player>().transform;
}
// Update is called once per frame
void Update()
{
}
public void FindPath(Vector3 startPos, Vector3 targetPos, AStarPathfindingAgent _agent) {
Node startNode = Map.NodeFromWorldPoint(startPos);
Node targetNode = Map.NodeFromWorldPoint(targetPos);
List<Node> openSet = new List<Node>();
HashSet<Node> closedSet = new HashSet<Node>();
openSet.Add(startNode);
while (openSet.Count > 0) {
Node node = openSet[0];
for (int i = 1; i < openSet.Count; i ++) {
if (openSet[i].FCost < node.FCost || openSet[i].FCost == node.FCost) {
if (openSet[i].hCost < node.hCost)
node = openSet[i];
}
}
openSet.Remove(node);
closedSet.Add(node);
if (node == targetNode) {
RetracePath(startNode, targetNode, _agent);
return;
}
foreach (Node neighbour in Map.GetNeighbours(node)) {
if (!neighbour.walkable || closedSet.Contains(neighbour)) {
continue;
}
int newCostToNeighbour = node.GCost + GetDistance(node, neighbour);
if (newCostToNeighbour < neighbour.GCost || !openSet.Contains(neighbour)) {
neighbour.GCost = newCostToNeighbour;
neighbour.hCost = GetDistance(neighbour, targetNode);
neighbour.parent = node;
if (!openSet.Contains(neighbour))
openSet.Add(neighbour);
}
}
}
}
int GetDistance(Node nodeA, Node nodeB) {
int dstX = Mathf.Abs(nodeA.gridPosition.x - nodeB.gridPosition.x);
int dstY = Mathf.Abs(nodeA.gridPosition.y - nodeB.gridPosition.y);
if (dstX > dstY)
return 14*dstY + 10* (dstX-dstY);
return 14*dstX + 10 * (dstY-dstX);
}
void RetracePath(Node startNode, Node endNode, AStarPathfindingAgent agent) {
List<Node> path = new List<Node>();
Node currentNode = endNode;
while (currentNode != startNode) {
path.Add(currentNode);
currentNode = currentNode.parent;
}
path.Reverse();
//Debug.Log("I am retracing the path");
agent.path = path;
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Tilemaps;
[CreateAssetMenu]
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{
public TileBase[] Tiles;
public bool walkable;
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@ -1 +1 @@
([{〔〈《「『【〘〖〝‘“⦅«$—…‥〳〴〵\{£¥"々〇$¥₩ #
([{〔〈《「『【〘〖〝‘“⦅«$—…‥〳〴〵\{£¥"々〇〉》」¥₩ #

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@ -25,7 +25,6 @@ Material:
m_Offset: {x: 0, y: 0}
m_Floats:
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- _CullMode: 0
- _Stencil: 0
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- _StencilOp: 0
@ -51,26 +50,6 @@ MonoBehaviour:
material: {fileID: 2103686}
materialHashCode: 0
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m_FamilyName:
m_StyleName:
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- m_ElementType: 2
@ -146,11 +125,11 @@ MonoBehaviour:
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m_HashCode: 57188264
- m_ElementType: 2
m_Unicode: 0
m_Unicode: 128536
m_GlyphIndex: 12
m_Scale: 1
m_Name: .notdef
m_HashCode: -600915428
m_Name: 1f618
m_HashCode: 57188168
- m_ElementType: 2
m_Unicode: 129315
m_GlyphIndex: 13

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@ -20,7 +20,7 @@ MonoBehaviour:
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m_defaultFontAssetPath: Fonts & Materials/
m_defaultFontSize: 36
@ -34,13 +34,10 @@ MonoBehaviour:
m_defaultSpriteAsset: {fileID: 11400000, guid: c41005c129ba4d66911b75229fd70b45,
type: 2}
m_defaultSpriteAssetPath: Sprite Assets/
m_enableEmojiSupport: 1
m_MissingCharacterSpriteUnicode: 0
m_defaultColorGradientPresetsPath: Color Gradient Presets/
m_enableEmojiSupport: 1
m_defaultStyleSheet: {fileID: 11400000, guid: f952c082cb03451daed3ee968ac6c63e,
type: 2}
m_StyleSheetsResourcePath:
m_leadingCharacters: {fileID: 4900000, guid: d82c1b31c7e74239bff1220585707d2b, type: 3}
m_followingCharacters: {fileID: 4900000, guid: fade42e8bc714b018fac513c043d323b,
type: 3}
m_UseModernHangulLineBreakingRules: 0

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@ -3,7 +3,7 @@ Shader "TextMeshPro/Bitmap Custom Atlas" {
Properties {
_MainTex ("Font Atlas", 2D) = "white" {}
_FaceTex ("Font Texture", 2D) = "white" {}
[HDR]_FaceColor ("Text Color", Color) = (1,1,1,1)
_FaceColor ("Text Color", Color) = (1,1,1,1)
_VertexOffsetX ("Vertex OffsetX", float) = 0
_VertexOffsetY ("Vertex OffsetY", float) = 0
@ -19,14 +19,13 @@ Properties {
_StencilWriteMask("Stencil Write Mask", Float) = 255
_StencilReadMask("Stencil Read Mask", Float) = 255
_CullMode("Cull Mode", Float) = 0
_ColorMask("Color Mask", Float) = 15
}
SubShader{
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
Stencil
{
Ref[_Stencil]
@ -35,8 +34,8 @@ SubShader{
ReadMask[_StencilReadMask]
WriteMask[_StencilWriteMask]
}
Lighting Off
Cull [_CullMode]
ZTest [unity_GUIZTestMode]
@ -115,7 +114,7 @@ SubShader{
// Clamp _ClipRect to 16bit.
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
return OUT;
}

View File

@ -1,9 +1,7 @@
fileFormatVersion: 2
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@ -2,7 +2,7 @@ Shader "TextMeshPro/Mobile/Bitmap" {
Properties {
_MainTex ("Font Atlas", 2D) = "white" {}
[HDR]_Color ("Text Color", Color) = (1,1,1,1)
_Color ("Text Color", Color) = (1,1,1,1)
_DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0
_VertexOffsetX("Vertex OffsetX", float) = 0
@ -18,7 +18,6 @@ Properties {
_StencilWriteMask("Stencil Write Mask", Float) = 255
_StencilReadMask("Stencil Read Mask", Float) = 255
_CullMode("Cull Mode", Float) = 0
_ColorMask("Color Mask", Float) = 15
}
@ -37,7 +36,7 @@ SubShader {
Lighting Off
Cull [_CullMode]
Cull Off
ZTest [unity_GUIZTestMode]
ZWrite Off
Fog { Mode Off }
@ -114,11 +113,11 @@ SubShader {
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
color *= m.x * m.y;
#endif
#if UNITY_UI_ALPHACLIP
clip(color.a - 0.001);
#endif
return color;
}
ENDCG

View File

@ -1,9 +1,7 @@
fileFormatVersion: 2
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@ -3,7 +3,7 @@ Shader "TextMeshPro/Bitmap" {
Properties {
_MainTex ("Font Atlas", 2D) = "white" {}
_FaceTex ("Font Texture", 2D) = "white" {}
[HDR]_FaceColor ("Text Color", Color) = (1,1,1,1)
_FaceColor ("Text Color", Color) = (1,1,1,1)
_VertexOffsetX ("Vertex OffsetX", float) = 0
_VertexOffsetY ("Vertex OffsetY", float) = 0
@ -18,14 +18,13 @@ Properties {
_StencilWriteMask("Stencil Write Mask", Float) = 255
_StencilReadMask("Stencil Read Mask", Float) = 255
_CullMode("Cull Mode", Float) = 0
_ColorMask("Color Mask", Float) = 15
}
SubShader{
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
Stencil
{
Ref[_Stencil]
@ -34,8 +33,8 @@ SubShader{
ReadMask[_StencilReadMask]
WriteMask[_StencilWriteMask]
}
Lighting Off
Cull [_CullMode]
ZTest [unity_GUIZTestMode]
@ -114,7 +113,7 @@ SubShader{
// Clamp _ClipRect to 16bit.
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
return OUT;
}

View File

@ -1,9 +1,7 @@
fileFormatVersion: 2
guid: 128e987d567d4e2c824d754223b3f3b0
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@ -4,10 +4,10 @@ Properties {
_FaceTex ("Face Texture", 2D) = "white" {}
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineTex ("Outline Texture", 2D) = "white" {}
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
@ -21,7 +21,7 @@ Properties {
_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
[HDR]_SpecularColor ("Specular", Color) = (1,1,1,1)
_SpecularColor ("Specular", Color) = (1,1,1,1)
_SpecularPower ("Specular", Range(0,4)) = 2.0
_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
_Diffuse ("Diffuse", Range(0,1)) = 0.5
@ -35,15 +35,15 @@ Properties {
_ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1)
_Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_GlowOffset ("Offset", Range(-1,1)) = 0
_GlowInner ("Inner", Range(0,1)) = 0.05
_GlowOuter ("Outer", Range(0,1)) = 0.05
@ -68,7 +68,7 @@ Properties {
_VertexOffsetX ("Vertex OffsetX", float) = 0
_VertexOffsetY ("Vertex OffsetY", float) = 0
_MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767)
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
_MaskSoftnessX ("Mask SoftnessX", float) = 0
@ -80,7 +80,6 @@ Properties {
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_CullMode ("Cull Mode", Float) = 0
_ColorMask ("Color Mask", Float) = 15
}
@ -97,7 +96,7 @@ SubShader {
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
@ -146,7 +145,7 @@ SubShader {
float4 param : TEXCOORD1; // alphaClip, scale, bias, weight
float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw)
float3 viewDir : TEXCOORD3;
#if (UNDERLAY_ON || UNDERLAY_INNER)
float4 texcoord2 : TEXCOORD4; // u,v, scale, bias
fixed4 underlayColor : COLOR1;
@ -187,7 +186,7 @@ SubShader {
float bias =(.5 - weight) + (.5 / scale);
float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA);
#if GLOW_ON
alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB);
#endif
@ -216,7 +215,7 @@ SubShader {
float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
output.position = vPosition;
output.color = input.color;
output.atlas = input.texcoord0;
@ -238,7 +237,7 @@ SubShader {
UNITY_SETUP_INSTANCE_ID(input);
float c = tex2D(_MainTex, input.atlas).a;
#ifndef UNDERLAY_ON
clip(c - input.param.x);
#endif
@ -255,7 +254,7 @@ SubShader {
half4 outlineColor = _OutlineColor;
faceColor.rgb *= input.color.rgb;
faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y);
outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y);
@ -304,7 +303,7 @@ SubShader {
#if UNITY_UI_ALPHACLIP
clip(faceColor.a - 0.001);
#endif
return faceColor * input.color.a;
}

View File

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@ -1,4 +1,4 @@
// Simplified SDF shader:
// Simplified SDF shader:
// - No Shading Option (bevel / bump / env map)
// - No Glow Option
// - Softness is applied on both side of the outline
@ -6,14 +6,14 @@
Shader "TextMeshPro/Mobile/Distance Field - Masking" {
Properties {
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
@ -47,19 +47,18 @@ Properties {
_MaskEdgeColor ("Edge Color", Color) = (1,1,1,1)
_MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01
_MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_CullMode ("Cull Mode", Float) = 0
_ColorMask ("Color Mask", Float) = 15
}
SubShader {
Tags
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
@ -71,7 +70,7 @@ SubShader {
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
@ -136,7 +135,7 @@ SubShader {
float2 pixelSize = vPosition.w;
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
@ -218,10 +217,10 @@ SubShader {
#endif
// Alternative implementation to UnityGet2DClipping with support for softness.
//#if UNITY_UI_CLIP_RECT
#if UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
c *= m.x * m.y;
//#endif
#endif
float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a);
float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl;

View File

@ -1,9 +1,9 @@
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guid: bc1ede39bf3643ee8e493720e4259791
timeCreated: 1463704911
licenseType: Pro
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nonModifiableTextures: []
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View File

@ -6,14 +6,14 @@
Shader "TextMeshPro/Mobile/Distance Field Overlay" {
Properties {
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
@ -42,14 +42,13 @@ Properties {
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
_MaskSoftnessX ("Mask SoftnessX", float) = 0
_MaskSoftnessY ("Mask SoftnessY", float) = 0
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_CullMode ("Cull Mode", Float) = 0
_ColorMask ("Color Mask", Float) = 15
}
@ -66,7 +65,7 @@ SubShader {
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
@ -126,7 +125,7 @@ SubShader {
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float bold = step(input.texcoord1.y, 0);
float4 vert = input.vertex;
@ -136,7 +135,7 @@ SubShader {
float2 pixelSize = vPosition.w;
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
@ -196,7 +195,7 @@ SubShader {
fixed4 PixShader(pixel_t input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
half4 c = input.faceColor * saturate(d - input.param.w);

View File

@ -1,9 +1,7 @@
fileFormatVersion: 2
guid: a02a7d8c237544f1962732b55a9aebf1
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@ -1,4 +1,4 @@
// Simplified SDF shader:
// Simplified SDF shader:
// - No Shading Option (bevel / bump / env map)
// - No Glow Option
// - Softness is applied on both side of the outline
@ -6,14 +6,14 @@
Shader "TextMeshPro/Mobile/Distance Field" {
Properties {
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
@ -42,19 +42,18 @@ Properties {
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
_MaskSoftnessX ("Mask SoftnessX", float) = 0
_MaskSoftnessY ("Mask SoftnessY", float) = 0
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_CullMode ("Cull Mode", Float) = 0
_ColorMask ("Color Mask", Float) = 15
}
SubShader {
Tags
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
@ -66,7 +65,7 @@ SubShader {
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
@ -126,7 +125,7 @@ SubShader {
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float bold = step(input.texcoord1.y, 0);
float4 vert = input.vertex;
@ -136,7 +135,7 @@ SubShader {
float2 pixelSize = vPosition.w;
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
@ -196,7 +195,7 @@ SubShader {
fixed4 PixShader(pixel_t input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x;
half4 c = input.faceColor * saturate(d - input.param.w);

View File

@ -1,9 +1,7 @@
fileFormatVersion: 2
guid: fe393ace9b354375a9cb14cdbbc28be4
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@ -7,15 +7,15 @@ Shader "TextMeshPro/Mobile/Distance Field (Surface)" {
Properties {
_FaceTex ("Fill Texture", 2D) = "white" {}
[HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1)
_FaceColor ("Fill Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineTex ("Outline Texture", 2D) = "white" {}
_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_GlowOffset ("Offset", Range(-1,1)) = 0
_GlowInner ("Inner", Range(0,1)) = 0.05
_GlowOuter ("Outer", Range(0,1)) = 0.05
@ -41,8 +41,7 @@ Properties {
_VertexOffsetX ("Vertex OffsetX", float) = 0
_VertexOffsetY ("Vertex OffsetY", float) = 0
_CullMode ("Cull Mode", Float) = 0
//_MaskCoord ("Mask Coords", vector) = (0,0,0,0)
//_MaskSoftness ("Mask Softness", float) = 0
}
@ -76,7 +75,7 @@ SubShader {
float2 uv2_FaceTex;
float2 uv2_OutlineTex;
float2 param; // Weight, Scale
float3 viewDirEnv;
float3 viewDirEnv;
};
#include "TMPro_Surface.cginc"

View File

@ -1,9 +1,7 @@
fileFormatVersion: 2
guid: 85187c2149c549c5b33f0cdb02836b17
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@ -4,10 +4,10 @@ Properties {
_FaceTex ("Fill Texture", 2D) = "white" {}
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
[HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1)
_FaceColor ("Fill Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineTex ("Outline Texture", 2D) = "white" {}
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
@ -24,16 +24,16 @@ Properties {
_BumpOutline ("Bump Outline", Range(0,1)) = 0.5
_BumpFace ("Bump Face", Range(0,1)) = 0.5
_ReflectFaceColor ("Face Color", Color) = (0,0,0,1)
_ReflectFaceColor ("Face Color", Color) = (0,0,0,1)
_ReflectOutlineColor ("Outline Color", Color) = (0,0,0,1)
_Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
[HDR]_SpecColor ("Specular Color", Color) = (0,0,0,1)
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
_SpecColor ("Specular Color", Color) = (0,0,0,1)
_FaceShininess ("Face Shininess", Range(0,1)) = 0
_OutlineShininess ("Outline Shininess", Range(0,1)) = 0
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_GlowOffset ("Offset", Range(-1,1)) = 0
_GlowInner ("Inner", Range(0,1)) = 0.05
_GlowOuter ("Outer", Range(0,1)) = 0.05
@ -59,15 +59,13 @@ Properties {
_VertexOffsetX ("Vertex OffsetX", float) = 0
_VertexOffsetY ("Vertex OffsetY", float) = 0
_CullMode ("Cull Mode", Float) = 0
//_MaskCoord ("Mask Coords", vector) = (0,0,0,0)
//_MaskSoftness ("Mask Softness", float) = 0
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 300
Cull [_CullMode]
@ -91,10 +89,10 @@ SubShader {
float2 uv2_FaceTex;
float2 uv2_OutlineTex;
float2 param; // Weight, Scale
float3 viewDirEnv;
float3 viewDirEnv;
};
#define BEVEL_ON 1
#include "TMPro_Surface.cginc"

View File

@ -1,9 +1,7 @@
fileFormatVersion: 2
guid: f7ada0af4f174f0694ca6a487b8f543d
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@ -4,10 +4,10 @@ Properties {
_FaceTex ("Face Texture", 2D) = "white" {}
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineTex ("Outline Texture", 2D) = "white" {}
_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
@ -21,7 +21,7 @@ Properties {
_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
[HDR]_SpecularColor ("Specular", Color) = (1,1,1,1)
_SpecularColor ("Specular", Color) = (1,1,1,1)
_SpecularPower ("Specular", Range(0,4)) = 2.0
_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
_Diffuse ("Diffuse", Range(0,1)) = 0.5
@ -35,15 +35,15 @@ Properties {
_ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1)
_Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
_GlowOffset ("Offset", Range(-1,1)) = 0
_GlowInner ("Inner", Range(0,1)) = 0.05
_GlowOuter ("Outer", Range(0,1)) = 0.05
@ -68,7 +68,7 @@ Properties {
_VertexOffsetX ("Vertex OffsetX", float) = 0
_VertexOffsetY ("Vertex OffsetY", float) = 0
_MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767)
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
_MaskSoftnessX ("Mask SoftnessX", float) = 0
@ -80,7 +80,6 @@ Properties {
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_CullMode ("Cull Mode", Float) = 0
_ColorMask ("Color Mask", Float) = 15
}
@ -97,7 +96,7 @@ SubShader {
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
@ -146,7 +145,7 @@ SubShader {
float4 param : TEXCOORD1; // alphaClip, scale, bias, weight
float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw)
float3 viewDir : TEXCOORD3;
#if (UNDERLAY_ON || UNDERLAY_INNER)
float4 texcoord2 : TEXCOORD4; // u,v, scale, bias
fixed4 underlayColor : COLOR1;
@ -187,7 +186,7 @@ SubShader {
float bias =(.5 - weight) + (.5 / scale);
float alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _OutlineSoftness * _ScaleRatioA);
#if GLOW_ON
alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB);
#endif
@ -216,7 +215,7 @@ SubShader {
float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
output.position = vPosition;
output.color = input.color;
output.atlas = input.texcoord0;
@ -228,7 +227,7 @@ SubShader {
output.underlayColor = underlayColor;
#endif
output.textures = float4(faceUV, outlineUV);
return output;
}
@ -238,7 +237,7 @@ SubShader {
UNITY_SETUP_INSTANCE_ID(input);
float c = tex2D(_MainTex, input.atlas).a;
#ifndef UNDERLAY_ON
clip(c - input.param.x);
#endif
@ -255,7 +254,7 @@ SubShader {
half4 outlineColor = _OutlineColor;
faceColor.rgb *= input.color.rgb;
faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y);
outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y);

View File

@ -1,9 +1,7 @@
fileFormatVersion: 2
guid: 68e6db2ebdc24f95958faec2be5558d6
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@ -2,7 +2,7 @@ Shader "TextMeshPro/Sprite"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_StencilComp ("Stencil Comparison", Float) = 8
@ -10,8 +10,7 @@ Shader "TextMeshPro/Sprite"
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_CullMode ("Cull Mode", Float) = 0
_ColorMask ("Color Mask", Float) = 15
_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
@ -38,7 +37,7 @@ Shader "TextMeshPro/Sprite"
WriteMask [_StencilWriteMask]
}
Cull [_CullMode]
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
@ -47,60 +46,58 @@ Shader "TextMeshPro/Sprite"
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
half2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _MainTex_ST;
v2f vert(appdata_t v)
v2f vert(appdata_t IN)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = v.vertex;
OUT.worldPosition = IN.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
OUT.texcoord = IN.texcoord;
OUT.color = v.color * _Color;
#ifdef UNITY_HALF_TEXEL_OFFSET
OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
#endif
OUT.color = IN.color * _Color;
return OUT;
}
sampler2D _MainTex;
fixed4 frag(v2f IN) : SV_Target
{
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
#ifdef UNITY_UI_CLIP_RECT
#if UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#endif

View File

@ -1,9 +1,9 @@
fileFormatVersion: 2
guid: cf81c85f95fe47e1a27f6ae460cf182c
timeCreated: 1450517184
licenseType: Pro
ShaderImporter:
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defaultTextures: []
nonModifiableTextures: []
userData:
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@ -1,9 +1,7 @@
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guid: 407bc68d299748449bbf7f48ee690f8d
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@ -1,9 +1,7 @@
fileFormatVersion: 2
guid: 3997e2241185407d80309a82f9148466
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View File

@ -25,6 +25,8 @@ void VertShader(inout appdata_full v, out Input data)
data.param.y = scale;
#endif
//float opacity = v.color.a;
data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; //
v.texcoord1.xy = UnpackUV(v.texcoord1.x);
@ -34,10 +36,26 @@ void VertShader(inout appdata_full v, out Input data)
void PixShader(Input input, inout SurfaceOutput o)
{
#if USE_DERIVATIVE | BEVEL_ON
float3 delta = float3(1.0 / _TextureWidth, 1.0 / _TextureHeight, 0.0);
float4 smp4x = { tex2D(_MainTex, input.uv_MainTex - delta.xz).a,
tex2D(_MainTex, input.uv_MainTex + delta.xz).a,
tex2D(_MainTex, input.uv_MainTex - delta.zy).a,
tex2D(_MainTex, input.uv_MainTex + delta.zy).a };
#endif
#if USE_DERIVATIVE
float2 pixelSize = float2(ddx(input.uv_MainTex.y), ddy(input.uv_MainTex.y));
pixelSize *= _TextureWidth * .75;
float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1);
// Screen space scaling reciprocal with anisotropic correction
float2 edgeNormal = Normalize(float2(smp4x.x - smp4x.y, smp4x.z - smp4x.w));
float2 res = float2(_TextureWidth * input.param.y, _TextureHeight);
float2 tdx = ddx(input.uv_MainTex)*res;
float2 tdy = ddy(input.uv_MainTex)*res;
float lx = length(tdx);
float ly = length(tdy);
float s = sqrt(min(lx, ly) / max(lx, ly));
s = lerp(1, s, abs(dot(normalize(tdx + tdy), edgeNormal)));
float scale = rsqrt(abs(tdx.x * tdy.y - tdx.y * tdy.x)) * (_GradientScale * 2) * s;
#else
float scale = input.param.y;
#endif
@ -58,14 +76,8 @@ void PixShader(Input input, inout SurfaceOutput o)
faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
faceColor.rgb /= max(faceColor.a, 0.0001);
#if BEVEL_ON
float3 delta = float3(1.0 / _TextureWidth, 1.0 / _TextureHeight, 0.0);
float4 smp4x = {tex2D(_MainTex, input.uv_MainTex - delta.xz).a,
tex2D(_MainTex, input.uv_MainTex + delta.xz).a,
tex2D(_MainTex, input.uv_MainTex - delta.zy).a,
tex2D(_MainTex, input.uv_MainTex + delta.zy).a };
// Face Normal
float3 n = GetSurfaceNormal(smp4x, input.param.x);
@ -82,7 +94,9 @@ void PixShader(Input input, inout SurfaceOutput o)
float3 n = float3(0, 0, -1);
float3 emission = float3(0, 0, 0);
#endif
#if GLOW_ON
float4 glowColor = GetGlowColor(sd, scale);
glowColor.a *= input.color.a;

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@ -0,0 +1,285 @@
/*
------------------- Code Monkey -------------------
Thank you for downloading this package
I hope you find it useful in your projects
If you have any questions let me know
Cheers!
unitycodemonkey.com
--------------------------------------------------
*/
using UnityEngine;
using System.Collections;
namespace GridPathfindingSystem {
public class BinaryTree {
private class BinaryNode {
//public static int nextId = 0;
//public int id;
public PathNode pathNode;
public BinaryNode left;
public BinaryNode right;
public BinaryNode(PathNode _pathNode, BinaryNode _left, BinaryNode _right) {
//id = nextId++;
pathNode = _pathNode;
left = _left;
right = _right;
}
/*public override string ToString() {
return "n_" + id;
}*/
}
private BinaryNode root;
public int totalNodes = 0;
//private string debugString;
//private string debugCodePath;
public BinaryTree() {
//BinaryNode.nextId = 0;
root = null;
//debugCodePath = "NEW: ";
}
public void AddNode(PathNode pathNode) {
//debugCodePath += "AD; ";
if (root == null) {
root = new BinaryNode(pathNode, null, null);
totalNodes++;
} else {
// Has root
//debugString = "";
try {
addNode(root, pathNode, pathNode.fValue);
} catch (System.Exception e) {
Debug.Log(e);
//Debug.LogError("Error: "+debugString);
//Debug.LogError(debugCodePath);
}
totalNodes++;
}
}
private void addNode(BinaryNode node, PathNode pathNode, int pathFvalue) {
//debugString += node.id + " " + ((node.left == null) ? "-1" : ""+node.left.id) + " " + (node.right == null ? "-1" : ""+node.right.id) + " ";
if (pathFvalue <= node.pathNode.fValue) {
// Left
if (node.left == null) {
// Become left
//debugString += " LEFT" + "; \n";
node.left = new BinaryNode(pathNode, null, null);
//debugCodePath += "AD" + node.left + "; ";
} else {
// Check left
//debugString += "L; \n";
//debugString += node.id + " " + (node == (node.left));
addNode(node.left, pathNode, pathFvalue);
}
} else {
// Right
if (node.right == null) {
// Become right
//debugString += " RIGHT" + "; \n";
node.right = new BinaryNode(pathNode, null, null);
//debugCodePath += "AD" + node.right + "; ";
} else {
// Check right
//debugString += node.id + " ";
//debugString += "R; \n";
addNode(node.right, pathNode, pathFvalue);
}
}
}
public void RemoveNode(PathNode pathNode) {
if (root.pathNode == pathNode) {
// It's the root
//debugCodePath += "RR" + root + "; ";
BinaryNode prevRoot = root;
if (root.left == null && root.right == null) {
// Both are null
root = null;
// Tree is dead
} else {
// Atleast one has something
if (root.left == null && root.right != null) {
// Has right but no left
root = root.right;
} else {
if (root.right == null && root.left != null) {
// Has left but no right
root = root.left;
} else {
// Has both right and left
if (root.left.right == null) {
// Root left has no right
root.left.right = root.right;
root = root.left;
} else {
// Root left has a right
BinaryNode leafRight = getLeafRight(root.left);
root = leafRight.right;
if (leafRight.right.left != null) {
// This leaf has a left
leafRight.right = leafRight.right.left;
}
leafRight.right = null;
root.left = leafRight;
root.right = prevRoot.right;
}
}
}
}
} else {
int pathFvalue = pathNode.fValue;
removeNode(root, pathNode, pathFvalue);
}
totalNodes--;
}
private void removeNode(BinaryNode node, PathNode pathNode, int pathFvalue) {
if (pathFvalue <= node.pathNode.fValue) {
// Check left
// Is it this left?
if (node.left != null) {
if (node.left.pathNode == pathNode) {
// It's this left one!
BinaryNode del = node.left;
//debugCodePath += "RNL" + del + "; ";
if (del.left == null && del.right == null) {
// Both are null
node.left = null;
} else {
// Atleast one has something
if (del.left == null && del.right != null) {
// Has right but no left
node.left = del.right;
} else {
if (del.right == null && del.left != null) {
// Has left but no right
node.left = del.left;
} else {
// Has both right and left
if (del.left.right == null) {
// Root left has no right
del.left.right = del.right;
node.left = del.left;
} else {
// Root left has a right
BinaryNode leafRight = getLeafRight(del.left);
node.left = leafRight.right;
if (leafRight.right.left != null) {
// This leaf has a left
leafRight.right = leafRight.right.left;
}
leafRight.right = null;
node.left.left = leafRight;
node.left.right = del.right;
}
}
}
}
} else {
// Not this left
// Check next one
removeNode(node.left, pathNode, pathFvalue);
}
}
} else {
// Check right
// Is it this right?
if (node.right != null) {
if (node.right.pathNode == pathNode) {
// It's this right one!
BinaryNode del = node.right;
//debugCodePath += "RNR" + del + "; ";
if (del.left == null && del.right == null) {
// Both are null
node.right = null;
} else {
// Atleast one has something
if (del.left == null && del.right != null) {
// Has right but no left
node.right = del.right;
} else {
if (del.right == null && del.left != null) {
// Has left but no right
node.right = del.left;
} else {
// Has both right and left
if (del.left.right == null) {
// Root left has no right
del.left.right = del.right;
node.right = del.left;
} else {
// Root left has a right
BinaryNode leafRight = getLeafRight(del.left);
node.right = leafRight.right;
if (leafRight.right.left != null) {
// This leaf has a left
leafRight.right = leafRight.right.left;
}
leafRight.right = null;
node.right.left = leafRight;
node.right.right = del.right;
}
}
}
}
} else {
// Not this right
// Check next one
removeNode(node.right, pathNode, pathFvalue);
}
}
}
}
private BinaryNode getLeafRight(BinaryNode node) {
if (node.right.right == null)
return node;
else
return getLeafRight(node.right);
}
public int getTotalHeight() {
return getHeight(root);
}
private int getHeight(BinaryNode node) {
if (node == null) return 0;
else {
return 1 + (int)Mathf.Max(getHeight(node.left), getHeight(node.right));
}
}
public PathNode GetSmallest() {
PathNode pathNode = null;
int count = 0;
try {
pathNode = getSmallest(root, ref count);
} catch {
Debug.LogError("GetSmallest: " + count);
}
return pathNode;
//return getSmallest(root, 0);
}
private PathNode getSmallest(BinaryNode node, ref int count) {
if (node == null) return null;
if (node.left != null) {
count++;
return getSmallest(node.left, ref count);
} else {
// No more left nodes
return node.pathNode;
}
}
}
}

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fileFormatVersion: 2
guid: 5021e6dce69bb414c9edbaf785dc6f64
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
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userData:

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/*
------------------- Code Monkey -------------------
Thank you for downloading this package
I hope you find it useful in your projects
If you have any questions let me know
Cheers!
unitycodemonkey.com
--------------------------------------------------
*/
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
namespace GridPathfindingSystem {
public class GridPathfinding {
public static GridPathfinding instance;
public const int WALL_WEIGHT = 56000;
public enum UnitMovementCallbackType {
Simple,
}
//private List<PathNode> openList;
private BinaryTree binaryTree;
private int openListCount;
private PathNode[][] mapNodes;
private int widthMax, heightMax;
private float nodeSize;
private Vector3 worldOrigin;
private bool foundTarget;
private int movementCost = 10;
private float timer;
public delegate void OnPathCallback(List<PathNode> path, MapPos finalPos);
public delegate void OnVoidDelegate();
public OnVoidDelegate callbacks;
public GridPathfinding(Vector3 worldLowerLeft, Vector3 worldUpperRight, float nodeSize) {
instance = this;
worldOrigin = worldLowerLeft;
this.nodeSize = nodeSize;
float worldWidth = worldUpperRight.x - worldLowerLeft.x;
float worldHeight = worldUpperRight.y - worldLowerLeft.y;
int mapWidth = Mathf.RoundToInt(worldWidth / nodeSize);
int mapHeight = Mathf.RoundToInt(worldHeight / nodeSize);
mapNodes = new PathNode[mapWidth][];
for (int i = 0; i < mapWidth; i++) {
mapNodes[i] = new PathNode[mapHeight];
}
widthMax = mapWidth;
heightMax = mapHeight;
Initialize(mapWidth, mapHeight);
}
public GridPathfinding(int mapWidth, int mapHeight, float nodeSize, Vector3 worldOrigin) {//, Texture2D map) {
this.nodeSize = nodeSize;
this.worldOrigin = worldOrigin;
mapNodes = new PathNode[mapWidth][];
for (int i = 0; i < mapWidth; i++) {
mapNodes[i] = new PathNode[mapHeight];
}
widthMax = mapWidth;
heightMax = mapHeight;
Initialize(mapWidth, mapHeight);
}
public void RaycastWalkable() {
for (int i = 0; i < widthMax; i++) {
for (int j = 0; j < heightMax; j++) {
Vector3 nodeWorldPosition = mapNodes[i][j].GetWorldVector(worldOrigin, nodeSize);
RaycastHit2D raycastHit = Physics2D.Raycast(nodeWorldPosition, Vector2.zero, 0f);
if (raycastHit.collider != null) {
mapNodes[i][j].SetWalkable(false);
}
}
}
}
public void ModifySize(int modifyX, int modifyY, int newPathNodeWeight) {
if (modifyX == 0 && modifyY == 0) {
return;
}
int newWidth = widthMax + modifyX;
int newHeight = heightMax + modifyY;
PathNode[][] newMapNodes = new PathNode[newWidth][];
for (int i = 0; i < newWidth; i++) {
newMapNodes[i] = new PathNode[newHeight];
for (int j = 0; j < newHeight; j++) {
if (i < mapNodes.Length && j < mapNodes[0].Length) {
newMapNodes[i][j] = mapNodes[i][j];
} else {
newMapNodes[i][j] = new PathNode(i, j);
newMapNodes[i][j].SetWeight(newPathNodeWeight);
}
}
}
widthMax = newWidth;
heightMax = newHeight;
mapNodes = newMapNodes;
UpdateNodeConnections();
//if (OnSizeModified != null) OnSizeModified(this, EventArgs.Empty);
}
public Vector3 GetWorldOffset() {
return worldOrigin;
}
public float GetNodeSize() {
return nodeSize;
}
public void SetWalkable(int x, int y, bool walkable) {
mapNodes[x][y].SetWalkable(walkable);
}
public void SetAllWalkable(bool walkable) {
for (int x = 0; x < mapNodes.Length; x++) {
for (int y = 0; y < mapNodes[x].Length; y++) {
mapNodes[x][y].SetWalkable(walkable);
}
}
}
public void SetWeight(int x, int y, int weight) {
mapNodes[x][y].SetWeight(weight);
}
public void SetAllWeight(int weight) {
for (int x = 0; x < mapNodes.Length; x++) {
for (int y = 0; y < mapNodes[x].Length; y++) {
mapNodes[x][y].SetWeight(weight);
}
}
}
public int GetMapWidth() {
return widthMax;
}
public int GetMapHeight() {
return heightMax;
}
public void Initialize(int mapWidth, int mapHeight) {
// Creates PathNodes
for (int x = 0; x < mapNodes.Length; x++) {
for (int y = 0; y < mapNodes[x].Length; y++) {
mapNodes[x][y] = new PathNode(x, y);
}
}
UpdateNodeConnections();
}
private void UpdateNodeConnections() {
for (int x = 0; x < mapNodes.Length; x++) {
for (int y = 0; y < mapNodes[x].Length; y++) {
if (y < mapNodes[x].Length - 1)
mapNodes[x][y].north = mapNodes[x][y + 1];
if (y > 0)
mapNodes[x][y].south = mapNodes[x][y - 1];
if (x < mapNodes.Length - 1)
mapNodes[x][y].east = mapNodes[x + 1][y];
if (x > 0)
mapNodes[x][y].west = mapNodes[x - 1][y];
}
}
}
public void PrintMap(Transform prefabWalkable, Transform prefabUnwalkable) {
for (int x = 0; x < mapNodes.Length; x++) {
for (int y = 0; y < mapNodes[x].Length; y++) {
PathNode pathNode = mapNodes[x][y];
UnityEngine.Object.Instantiate(pathNode.IsWalkable() ? prefabWalkable : prefabUnwalkable, new Vector3(x * nodeSize, y * nodeSize), Quaternion.identity);
}
}
}
public void PrintMap(Action<int, int> printNode) {
for (int x = 0; x < mapNodes.Length; x++) {
for (int y = 0; y < mapNodes[x].Length; y++) {
printNode(x, y);
}
}
}
public void PrintMap(Action<int, int, Vector3> printNode) {
for (int x = 0; x < mapNodes.Length; x++) {
for (int y = 0; y < mapNodes[x].Length; y++) {
printNode(x, y, worldOrigin + new Vector3(x * nodeSize, y * nodeSize));
}
}
}
public void PrintMap(Action<int, int> printWalkable, Action<int, int> printUnwalkable) {
for (int x = 0; x < mapNodes.Length; x++) {
for (int y = 0; y < mapNodes[x].Length; y++) {
PathNode pathNode = mapNodes[x][y];
if (pathNode.IsWalkable()) {
printWalkable(x, y);
} else {
printUnwalkable(x, y);
}
}
}
}
public void PrintMap(Action<Vector3, Vector3, Color> createSprite) {
PrintMap(
(int x, int y) => {
createSprite(worldOrigin + new Vector3(x * nodeSize, y * nodeSize), new Vector3(2, 2), Color.green);
//MyUtils.World_Sprite.Create(worldOrigin + new Vector3(x * nodeSize, y * nodeSize), new Vector3(2, 2), SpriteHolder.instance.s_White, Color.green);
},
(int x, int y) => {
createSprite(worldOrigin + new Vector3(x * nodeSize, y * nodeSize), new Vector3(2, 2), Color.red);
//MyUtils.World_Sprite.Create(worldOrigin + new Vector3(x * nodeSize, y * nodeSize), new Vector3(2, 2), SpriteHolder.instance.s_White, Color.red);
}
);
}
/*public void PrintMapUpdateable() {
}*/
private bool IsValidShortcut(int startX, int startY, int endX, int endY) {
//Debug.Log("Testing Shortcut: " + startX + ", " + startY + " -> " + endX + ", " + endY);
int shortcutWeight = mapNodes[startX][startY].weight;
Vector3 dir = (new Vector3(endX, endY) - new Vector3(startX, startY)).normalized;
Vector3 test = new Vector3(startX, startY) + dir;
int testX = Mathf.RoundToInt(test.x);
int testY = Mathf.RoundToInt(test.y);
// Check if shortcut is walkable
//Debug.Log("Testing: "+testX+","+testY);
while (!(testX == endX && testY == endY)) {
if (!IsWalkable(testX, testY) || mapNodes[testX][testY].weight != shortcutWeight) {
// Not walkable
//Debug.Log("Shortcut invalid!");
return false;
} else {
test += dir;
testX = Mathf.RoundToInt(test.x);
testY = Mathf.RoundToInt(test.y);
//Debug.Log("Testing: "+testX+","+testY);
}
}
// Shortcut walkable
//Debug.Log("Shortcut valid!");
return true;
}
public List<PathNode> GetFindPath(MapPos startPos, MapPos finalPos) {
int width = widthMax;
int height = heightMax;
startPos = GetClosestValidPos(startPos.x, startPos.y);
if (startPos.x < 0 || startPos.y < 0 || finalPos.x < 0 || finalPos.y < 0 ||
startPos.x >= width || finalPos.x >= width ||
startPos.y >= height || finalPos.y >= height) {
return null; //Out of bounds!
}
if (mapNodes[finalPos.x][finalPos.y].weight == WALL_WEIGHT ||
mapNodes[startPos.x][startPos.y].weight == WALL_WEIGHT)
return null; //Wall
return findPath(startPos.x, startPos.y, finalPos.x, finalPos.y);
}
public List<PathNode> GetFindPathClosest(MapPos startPos, List<MapPos> allFinalPos) {
List<PathNode> closest = null;
for (int i = 0; i < allFinalPos.Count; i++) {
List<PathNode> path = GetFindPath(startPos, allFinalPos[i]);
if (path != null) {
if (closest == null)
closest = path;
else {
if (path.Count < closest.Count) {
closest = path;
}
}
}
}
return closest;
}
public bool FindPath(int startX, int startY, MapPos finalPos, OnPathCallback callback) {
return FindPath(startX, startY, new List<MapPos>() { finalPos }, callback);
}
public bool FindPath(int startX, int startY, List<MapPos> finalPositions, OnPathCallback callback) {
int width = widthMax;
int height = heightMax;
MapPos start = GetClosestValidPos(startX, startY);
startX = start.x;
startY = start.y;
List<PathRoute> paths = new List<PathRoute>();
foreach (MapPos finalPos in finalPositions) {
if (startX < 0 || startY < 0 || finalPos.x < 0 || finalPos.y < 0 ||
startX >= width || finalPos.x >= width ||
startY >= height || finalPos.y >= height) {
continue; // Out of bounds!
}
if (mapNodes[finalPos.x][finalPos.y].weight == WALL_WEIGHT ||
mapNodes[startX][startY].weight == WALL_WEIGHT) {
// Find close non-wall start/end
continue; // Wall
}
List<PathNode> currentPath = findPath(startX, startY, finalPos.x, finalPos.y);
if (currentPath.Count <= 0 && (startX != finalPos.x || startY != finalPos.y)) {
// Don't add path if there's no path
} else {
if (!finalPos.straightToOffset) {
// Don't go straight to offset, add dummy
currentPath.Add(currentPath[currentPath.Count - 1]);
}
paths.Add(new PathRoute(currentPath, worldOrigin, nodeSize, finalPos));
}
}
int smallest = 0;
for (int i = 1; i < paths.Count; i++) {
if (paths[i].pathNodeList.Count < paths[smallest].pathNodeList.Count)
smallest = i;
}
if (paths.Count <= 0 || (paths.Count > 0 && paths[smallest].pathNodeList.Count <= 0)) {
// No path
return false;
} else {
callback(paths[smallest].pathNodeList, paths[smallest].finalPos);
}
return true;
}
public Vector3 GetClosestValidPosition(Vector3 position) {
int mapX, mapY;
ConvertVectorPositionValidate(position, out mapX, out mapY);
MapPos closestValidMapPos = GetClosestValidPos(mapX, mapY);
PathNode pathNode = mapNodes[closestValidMapPos.x][closestValidMapPos.y];
return pathNode.GetWorldVector(worldOrigin, nodeSize);
}
private MapPos GetClosestValidPos(int mapX, int mapY) {
int width = widthMax;
int height = heightMax;
// Inside bounds
while (mapX < 0) mapX++;
while (mapY < 0) mapY++;
while (mapX >= width) mapX--;
while (mapY >= height) mapY--;
// Check inside walls
if (mapNodes[mapX][mapY].weight == WALL_WEIGHT) {
int radius = 1;
MapPos valid = null;
do {
valid = GetValidPosRadius(mapX, mapY, radius);
radius++;
} while (valid == null && radius < 100);
if (radius == 100) return new MapPos(0, 0);
return valid;
}
return new MapPos(mapX, mapY);
}
private MapPos GetValidPosRadius(int mapX, int mapY, int radius) {
int width = widthMax;
int height = heightMax;
int endX = mapX + radius;
for (int i = mapX - radius; i <= endX; i++) {
int j = mapY + radius;
if (i < 0 || i >= width || j < 0 || j >= height) {
//Out of bounds
} else {
if (mapNodes[i][j].weight != WALL_WEIGHT)
return new MapPos(i, j);
}
j = mapY - radius;
if (i < 0 || i >= width || j < 0 || j >= height) {
//Out of bounds
} else {
if (mapNodes[i][j].weight != WALL_WEIGHT)
return new MapPos(i, j);
}
}
int endY = mapY + radius;
for (int j = mapY - radius + 1; j < endY; j++) {
int i = mapX - radius;
if (i < 0 || i >= width || j < 0 || j >= height) {
//Out of bounds
} else {
if (mapNodes[i][j].weight != WALL_WEIGHT)
return new MapPos(i, j);
}
i = mapX + radius;
if (i < 0 || i >= width || j < 0 || j >= height) {
//Out of bounds
} else {
if (mapNodes[i][j].weight != WALL_WEIGHT)
return new MapPos(i, j);
}
}
return null;
}
public void ApplyShortcuts(ref List<PathNode> pathNodeList) {
if (pathNodeList.Count > 1) {
int testStartNodeIndex = 1;
while (testStartNodeIndex < pathNodeList.Count - 2) { // Only test untils there's 3 nodes left
PathNode testStartNode = pathNodeList[testStartNodeIndex];
int testEndNodeIndex = testStartNodeIndex + 2;
// Test start node with node 2 indexes in front
PathNode testEndNode = pathNodeList[testEndNodeIndex];
while (IsValidShortcut(testStartNode.xPos, testStartNode.yPos, testEndNode.xPos, testEndNode.yPos)) {
// Valid shortcut
// Remove in between node
pathNodeList.RemoveAt(testStartNodeIndex + 1);
if (testEndNodeIndex >= pathNodeList.Count - 1) {
// No more nodes
break;
} else {
// Test next node
testEndNode = pathNodeList[testEndNodeIndex];
}
}
// Start next shortcut test from this end node
testStartNodeIndex = testEndNodeIndex;
}
}
}
public PathRoute GetPathRouteWithShortcuts(Vector3 start, Vector3 end) {
List<PathNode> pathNodeList = GetPath(start, end);
ApplyShortcuts(ref pathNodeList);
return new PathRoute(pathNodeList, worldOrigin, nodeSize, null);
}
public PathRoute GetPathRoute(Vector3 start, Vector3 end) {
List<PathNode> pathNodeList = GetPath(start, end);
return new PathRoute(pathNodeList, worldOrigin, nodeSize, null);
}
public List<PathNode> GetPath(Vector3 start, Vector3 end) {
start = start - worldOrigin;
end = end - worldOrigin;
start = start / nodeSize;
end = end / nodeSize;
MapPos startMapPos = GetClosestValidPos(Mathf.RoundToInt(start.x), Mathf.RoundToInt(start.y));
MapPos endMapPos = GetClosestValidPos(Mathf.RoundToInt(end.x), Mathf.RoundToInt(end.y));
return findPath(startMapPos.x, startMapPos.y, endMapPos.x, endMapPos.y);
}
public List<PathNode> findPath(int startX, int startY, int endX, int endY) {
List<PathNode> ret = new List<PathNode>();
// Calculate H for all nodes
CalculateAllHeuristics(endX, endY);
// Start finding target
foundTarget = false;
binaryTree = new BinaryTree();
openListCount = 1;
PathNode currentNode = mapNodes[startX][startY];
PathNode targetNode = mapNodes[endX][endY];
if (currentNode == targetNode) {
return new List<PathNode> { currentNode };
}
int iterations = 0;
do {
iterations++;
currentNode = FindTarget(currentNode, targetNode);
} while (!foundTarget && openListCount > 0 && iterations < 60000);
if (iterations >= 60000) UnityEngine.Debug.Log("iteration overload");
if (foundTarget) {
// Get path
currentNode = targetNode;
ret.Add(currentNode);
while (currentNode.parent != null && currentNode.parent != currentNode) {
ret.Add(currentNode.parent);
currentNode = currentNode.parent;
}
if (currentNode.parent == currentNode) UnityEngine.Debug.Log("parent == child");
} else {
// No path possible
}
ret.Reverse();
return ret;
}
private PathNode FindTarget(PathNode currentNode, PathNode targetNode) {
// Check the north node
if (currentNode.moveNorth) DetermineNodeValues(currentNode, currentNode.north, targetNode);
// Check the east node
if (currentNode.moveEast) DetermineNodeValues(currentNode, currentNode.east, targetNode);
// Check the south node
if (currentNode.moveSouth) DetermineNodeValues(currentNode, currentNode.south, targetNode);
// Check the west node
if (currentNode.moveWest) DetermineNodeValues(currentNode, currentNode.west, targetNode);
if (!foundTarget) {
// Once done checking add to the closed list and remove from the open list
AddToClosedList(currentNode);
RemoveFromOpenList(currentNode);
// Get the next node with the smallest F value
return GetSmallestFValueNode();
} else {
return null;
}
}
private void DetermineNodeValues(PathNode currentNode, PathNode testing, PathNode targetNode) {
// Dont work on null nodes
if (testing == null)
return;
// Check to see if the node is the target
if (testing == targetNode) {
targetNode.parent = currentNode;
foundTarget = true;
return;
}
// Ignore Walls
if (currentNode.weight == WALL_WEIGHT || testing.weight == WALL_WEIGHT)
return;
// While the node has not already been tested
if (!testing.isOnClosedList) {
// Check to see if the node is already on the open list
if (testing.isOnOpenList) {
// Get a Gcost to move from this node to the testing node
int newGcost = currentNode.gValue + currentNode.weight + movementCost;
// If the G cost is better then change the nodes parent and update its costs.
if (newGcost < testing.gValue) {
testing.parent = currentNode;
testing.gValue = newGcost;
binaryTree.RemoveNode(testing);
testing.CalculateFValue();
binaryTree.AddNode(testing);
}
} else {
// Set the testing nodes parent to the current location, calculate its costs, and add it to the open list
testing.parent = currentNode;
testing.gValue = currentNode.gValue + currentNode.weight + movementCost;
testing.CalculateFValue();
AddToOpenList(testing);
}
}
}
private void AddToOpenList(PathNode node) {
binaryTree.AddNode(node);
openListCount++;
node.isOnOpenList = true;
}
private void AddToClosedList(PathNode currentNode) {
currentNode.isOnClosedList = true;
}
private void RemoveFromOpenList(PathNode currentNode) {
binaryTree.RemoveNode(currentNode);
openListCount--;
currentNode.isOnOpenList = false;
}
private PathNode GetSmallestFValueNode() {
return binaryTree.GetSmallest();
}
private void CalculateManhattanDistance(PathNode currentNode, int currX, int currY, int targetX, int targetY) {
currentNode.parent = null;
currentNode.hValue = (Mathf.Abs(currX - targetX) + Mathf.Abs(currY - targetY));
currentNode.isOnOpenList = false;
currentNode.isOnClosedList = false;
}
private void CalculateAllHeuristics(int endX, int endY) {
int rows = heightMax;
int cols = widthMax;
for (int x = 0; x < cols; x++) {
for (int y = 0; y < rows; y++) {
CalculateManhattanDistance(mapNodes[x][y], x, y, endX, endY);
}
}
}
public void ResetRestrictions() {
for (int i = 0; i < GetMapWidth(); i++) {
for (int j = 0; j < GetMapHeight(); j++) {
mapNodes[i][j].ResetRestrictions();
}
}
}
public void RefreshAllHitboxes() {
for (int x = 0; x < widthMax; x++) {
for (int y = 0; y < heightMax; y++) {
mapNodes[x][y].TestHitbox();
}
}
//Event_Speaker.Broadcast(Event_Trigger.Pathfinding_Refresh);
}
public void RefreshHitbox(MapPos mapPos) {
mapNodes[mapPos.x][mapPos.y].TestHitbox();
//Event_Speaker.Broadcast(Event_Trigger.Pathfinding_Refresh);
}
public bool IsWalkable(MapPos mapPos) {
return mapNodes[mapPos.x][mapPos.y].weight != WALL_WEIGHT;
}
public bool IsWalkable(int x, int y) {
return mapNodes[x][y].weight != WALL_WEIGHT;
}
public bool IsWall(int x, int y) {
return mapNodes[x][y].weight == WALL_WEIGHT;
}
public bool HasWeight(int x, int y) {
return mapNodes[x][y].weight > 0;
}
private void ConvertVectorPosition(Vector3 position, out int x, out int y) {
x = (int)((position.x - worldOrigin.x) / nodeSize);
y = (int)((position.y - worldOrigin.y) / nodeSize);
}
private void ConvertVectorPositionValidate(Vector3 position, out int x, out int y) {
ConvertVectorPosition(position, out x, out y);
if (x < 0) x = 0;
if (y < 0) y = 0;
if (x >= widthMax) x = widthMax - 1;
if (y >= heightMax) y = heightMax - 1;
}
}
}

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/*
------------------- Code Monkey -------------------
Thank you for downloading this package
I hope you find it useful in your projects
If you have any questions let me know
Cheers!
unitycodemonkey.com
--------------------------------------------------
*/
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
//using myNameSpace;
namespace GridPathfindingSystem {
public class LastMoveTo {
public List<MapPos> mapPos;
public GridPathfinding.UnitMovementCallbackType callbackType;
public object obj;
public UnitMovement.PathCallback callback;
public LastMoveTo(List<MapPos> _mapPos, GridPathfinding.UnitMovementCallbackType _callbackType, object _obj, UnitMovement.PathCallback _callback) {
mapPos = _mapPos;
callbackType = _callbackType;
obj = _obj;
callback = _callback;
}
public LastMoveTo(MapPos _mapPos, GridPathfinding.UnitMovementCallbackType _callbackType, object _obj, UnitMovement.PathCallback _callback) {
mapPos = new List<MapPos>() { _mapPos };
callbackType = _callbackType;
obj = _obj;
callback = _callback;
}
}
}

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/*
------------------- Code Monkey -------------------
Thank you for downloading this package
I hope you find it useful in your projects
If you have any questions let me know
Cheers!
unitycodemonkey.com
--------------------------------------------------
*/
using System.Collections.Generic;
namespace GridPathfindingSystem {
public class MapPos {
public int x;
public int y;
public float offsetX;
public float offsetY;
public bool straightToOffset = true;
public MapPos(int _x, int _y, float _offsetX = 0f, float _offsetY = 0f, bool _straightToOffset = true) {
x = _x;
y = _y;
offsetX = _offsetX;
offsetY = _offsetY;
straightToOffset = _straightToOffset;
}
public bool Equals(MapPos p2) {
// Check if this one equals that one
return x == p2.x && y == p2.y;
}
public bool EqualsDeep(MapPos p2) {
// Check if this one equals that one
return x == p2.x && y == p2.y && offsetX == p2.offsetX && offsetY == p2.offsetY && straightToOffset == p2.straightToOffset;
}
public override string ToString() {
return "x:" + x + ", y:" + y;
}
public string ToStringThorough() {
return "x:" + x + ", y:" + y + "; ox:" + offsetX + ", oy:" + offsetY + ", s: " + straightToOffset;
}
public void ResetOffset() {
offsetX = 0f;
offsetY = 0f;
}
public MapPos ClearOffset() {
return new MapPos(x, y);
}
public MapPos Clone() {
return new MapPos(x, y, offsetX, offsetY, straightToOffset);
}
public MapPos AddPosCopy(int x, int y) {
return new MapPos(this.x + x, this.y + y);
}
public static int Distance(MapPos p1, MapPos p2) {
return System.Math.Abs(p1.x - p2.x) + System.Math.Abs(p1.y - p2.y);
}
public static bool ListContains(List<MapPos> list, MapPos mapPos) {
// Check if map pos is in list
foreach (MapPos pos in list)
if (pos.Equals(mapPos))
return true;
return false;
}
public string Save() {
// Returns a string to be used in savefiles
string[] content = new string[]{
""+x,
""+y,
""+offsetX,
""+offsetY,
""+straightToOffset,
};
return string.Join("#MAPPOS#", content);
}
public static MapPos Load(string save) {
return new MapPos(save);
}
public MapPos(string save) {
// Loads a MapPos object form a given savefile string
string[] content = save.Split(new string[] { "#MAPPOS#" }, System.StringSplitOptions.None);
x = int.Parse(content[0]);
y = int.Parse(content[1]);
offsetX = float.Parse(content[2]);
offsetY = float.Parse(content[3]);
straightToOffset = bool.Parse(content[4]);
}
}
}

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/*
------------------- Code Monkey -------------------
Thank you for downloading this package
I hope you find it useful in your projects
If you have any questions let me know
Cheers!
unitycodemonkey.com
--------------------------------------------------
*/
using System;
using UnityEngine;
using System.Collections;
namespace GridPathfindingSystem {
public class PathNode {
public event EventHandler OnWalkableChanged;
public int xPos;
public int yPos;
public PathNode parent;
public PathNode north;
public PathNode south;
public PathNode west;
public PathNode east;
public bool moveNorth;
public bool moveSouth;
public bool moveWest;
public bool moveEast;
public bool isOnOpenList = false;
public bool isOnClosedList = false;
public int weight = 0;
public int gValue = 0;
public int hValue;
public int fValue;
//public Transform trans;
//public int layerMask = 1 << 9;
public PathNode(int _xPos, int _yPos) {
xPos = _xPos;
yPos = _yPos;
moveNorth = true;
moveSouth = true;
moveWest = true;
moveEast = true;
//trans = ((GameObject) Object.Instantiate(Resources.Load("pfPathNode"), new Vector3(xPos*10, 0, zPos*10), Quaternion.identity)).transform;
TestHitbox();
}
public void ResetRestrictions() {
moveNorth = true;
moveSouth = true;
moveWest = true;
moveEast = true;
}
public override string ToString() {
return "x: " + xPos + ", y:" + yPos;
}
public void SetWalkable(bool walkable) {
weight = walkable ? 0 : GridPathfinding.WALL_WEIGHT;
if (OnWalkableChanged != null) OnWalkableChanged(this, EventArgs.Empty);
}
public void SetWeight(int weight) {
this.weight = weight;
}
public bool IsWalkable() {
return weight < GridPathfinding.WALL_WEIGHT;
}
public void TestHitbox() {
weight = 0;
}
public MapPos GetMapPos() {
return new MapPos(xPos, yPos);
}
public void CalculateFValue() {
fValue = gValue + hValue;
}
public Vector3 GetWorldVector(Vector3 worldOrigin, float nodeSize) {
return worldOrigin + new Vector3(xPos * nodeSize, yPos * nodeSize);
}
}
}

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/*
------------------- Code Monkey -------------------
Thank you for downloading this package
I hope you find it useful in your projects
If you have any questions let me know
Cheers!
unitycodemonkey.com
--------------------------------------------------
*/
using UnityEngine;
using System.Collections;
namespace GridPathfindingSystem {
public class PathQueue {
public int startX;
public int startY;
public int endX;
public int endY;
public GridPathfinding.OnPathCallback callback;
public PathQueue(int _startX, int _startY, int _endX, int _endY, GridPathfinding.OnPathCallback _callback) {
startX = _startX;
startY = _startY;
endX = _endX;
endY = _endY;
callback = _callback;
}
}
}

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/*
------------------- Code Monkey -------------------
Thank you for downloading this package
I hope you find it useful in your projects
If you have any questions let me know
Cheers!
unitycodemonkey.com
--------------------------------------------------
*/
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
namespace GridPathfindingSystem {
public class PathRoute {
public List<PathNode> pathNodeList;
public List<Vector3> pathVectorList;
public MapPos finalPos;
public PathRoute(List<PathNode> pathNodeList, List<Vector3> pathVectorList, MapPos finalPos) {
this.pathNodeList = pathNodeList;
this.pathVectorList = pathVectorList;
this.finalPos = finalPos;
}
public PathRoute(List<PathNode> pathNodeList, Vector3 worldOrigin, float nodeSize, MapPos finalPos) {
this.pathNodeList = pathNodeList;
pathVectorList = new List<Vector3>();
foreach (PathNode pathNode in pathNodeList) {
pathVectorList.Add(pathNode.GetWorldVector(worldOrigin, nodeSize));
}
this.finalPos = finalPos;
}
public void AddVector(Vector3 vector) {
pathVectorList.Add(vector);
}
}
}

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