Created
March 14, 2018 23:12
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Unity hand made pathfinding work
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using System; | |
using UnityEditor; | |
public class PathFinder : MonoBehaviour { | |
public List<PathFinderNode> nodes = new List<PathFinderNode>(); | |
[ContextMenu("gather nodes")] | |
protected void gather_nodes() { | |
nodes.Clear(); | |
GameObject[] all = GameObject.FindGameObjectsWithTag("pf_node"); | |
for (int i = 0; i < all.Length; i++) | |
{ | |
addNode(all[i].transform); | |
} | |
List<PathFinderNode> links = new List<PathFinderNode>(); | |
for (int i = 0; i < nodes.Count; i++) | |
{ | |
links.Clear(); | |
for (int j = 0; j < nodes.Count; j++) | |
{ | |
if (i == j) continue; // skip itself | |
if (checkNodeLink(nodes[i], nodes[j])) links.Add(nodes[j]); | |
} | |
nodes[i].links = links.ToArray(); | |
} | |
} | |
protected PathFinderNode addNode(Transform nodeTr) { | |
for (int i = 0; i < nodes.Count; i++) | |
{ | |
if (nodes[i].tr == nodeTr) return nodes[i]; | |
} | |
PathFinderNode node = new PathFinderNode(); | |
node.tr = nodeTr; | |
nodes.Add(node); | |
return node; | |
} | |
bool checkNodeLink(PathFinderNode nodeA, PathFinderNode nodeB) { | |
if(nodeA == nodeB) { | |
Debug.LogError("same ?"); | |
return false; | |
} | |
Vector3 dir = nodeB.tr.position - nodeA.tr.position; | |
RaycastHit[] hits = Physics.RaycastAll(nodeA.tr.position, dir.normalized, dir.magnitude); | |
if(hits.Length <= 0) { | |
Debug.DrawLine(nodeA.tr.position, nodeB.tr.position, Color.green, 1f); | |
return true; | |
} | |
for (int i = 0; i < hits.Length; i++) | |
{ | |
Debug.DrawLine(nodeA.tr.position, hits[i].point, Color.red, 1f); | |
} | |
return false; | |
} | |
void OnDrawGizmos() { | |
for (int i = 0; i < nodes.Count; i++) | |
{ | |
Gizmos.DrawCube(nodes[i].tr.position, Vector3.one * 0.1f); | |
string ct = ""; | |
for (int j = 0; j < nodes[i].links.Length; j++) | |
{ | |
Gizmos.DrawLine(nodes[i].tr.position, nodes[i].links[j].tr.position); | |
ct += "\n - " + nodes[i].links[j].tr.name; | |
} | |
Handles.Label(nodes[i].tr.position + Vector3.up * 0.2f, ">"+nodes[i].tr.name); | |
Handles.Label(nodes[i].tr.position, ct); | |
} | |
} | |
} | |
[Serializable] | |
public class PathFinderNode { | |
public Transform tr; | |
public PathFinderNode[] links; | |
} |
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