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; private float moveX; private float moveY; public Vector3 point; public List path; // Start is called before the first frame update private void Awake() { Map = FindObjectOfType(); Pathfinder = FindObjectOfType(); } 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() { var player = FindObjectOfType().gameObject; point = player.transform.position; FindPoint(); } public void FindPoint() { Pathfinder.FindPath(transform.position, point, this); } public void ControlAnim() { moveX = point.x - transform.position.x; moveY = point.y - transform.position.y; myAnim.SetFloat("Yinfo", moveY); myAnim.SetFloat("Xinfo", moveX); } public IEnumerator FollowPath() { myAnim = GetComponent(); myAnim.SetBool("isChasing", true); myAnim.SetBool("left", false); int targetIndex = 0; if (path == null || path.Count == 0) { isChasing = false; myAnim.SetBool("isChasing", false); yield break; } Vector3 currentWorldPosition; Node currentWaypoint = path[targetIndex]; while (true) { currentWorldPosition = transform.position; //if (transform.position == currentWaypoint.worldPosition) if (Vector3.Distance(transform.position, currentWaypoint.worldPosition)<0.001f) { targetIndex++; bool reachedPosition = targetIndex >= path.Count; Debug.Log( targetIndex >= path.Count); if (reachedPosition) { //myAnim.SetBool("isRunning", false); myAnim.SetBool("isChasing", false); yield break; } currentWaypoint = path[targetIndex]; } Vector3 current = transform.position; Vector3 target = currentWaypoint.worldPosition; if (point.x < current.x) { myAnim.SetBool("Left", true); } if (point.x >= current.x) { myAnim.SetBool("Left", false); } //moveX = path[targetIndex].worldPosition.x - current.x; //moveY = path[targetIndex].worldPosition.y - current.y; 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); } }*/ 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); } } }