Commit 07116f74 authored by 15박보승's avatar 15박보승 Committed by 18류지석

Add existing project / NodalPathfinding2D in progress

parent 0ce0dc3b
Pipeline #73 failed with stages
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
namespace BS
{
public class NodalPathfinding2D : MonoBehaviour
{
public Bounds bounds;
[Range(0.1f, 1f)]
public float pointInterval = 0.5f;
public LayerMask blockMask;
private Dictionary<Vector2Int, Node> nodes = new Dictionary<Vector2Int, Node>();
public bool isBaked { get { return nodes.Count > 0; } }
public bool enableGizmos = true;
private void OnDrawGizmos()
{
if (!enableGizmos)
return;
if (isBaked)
{
int xCount = Mathf.FloorToInt((bounds.max.x - bounds.min.x) / pointInterval) + 1;
int yCount = Mathf.FloorToInt((bounds.max.y - bounds.min.y) / pointInterval) + 1;
Gizmos.color = Color.green;
foreach (var node in nodes.Values)
{
Gizmos.color = new Color(node.gridPosition.x / (float)xCount, node.gridPosition.y / (float)yCount, 0, 1);
Gizmos.DrawSphere(node.worldPositon, pointInterval / 5);
foreach (var adj in node.adjacencies)
{
Gizmos.DrawLine(node.worldPositon, adj.worldPositon);
}
}
}
else
{
Gizmos.DrawWireCube(bounds.center, bounds.size);
for (float i = bounds.min.x; i <= bounds.max.x; i += pointInterval)
{
for (float j = bounds.min.y; j <= bounds.max.y; j += pointInterval)
{
if (Physics2D.OverlapPoint(new Vector2(i, j), blockMask))
Gizmos.color = Color.red;
else
Gizmos.color = Color.green;
Gizmos.DrawSphere(new Vector3(i, j, 0), pointInterval / 5);
}
}
for (float i = bounds.min.x + pointInterval / 2; i <= bounds.max.x; i += pointInterval)
{
for (float j = bounds.min.y + pointInterval / 2; j <= bounds.max.y; j += pointInterval)
{
if (Physics2D.OverlapPoint(new Vector2(i, j), blockMask))
Gizmos.color = Color.red;
else
Gizmos.color = Color.green;
Gizmos.DrawSphere(new Vector3(i, j, 0), pointInterval / 5);
}
}
}
}
public void BakeNodes()
{
Debug.Log("Baking Start");
ClearNodes();
int xCount = Mathf.FloorToInt((bounds.max.x - bounds.min.x) / pointInterval) + 1;
int yCount = 2 * Mathf.FloorToInt((bounds.max.y - bounds.min.y) / pointInterval) + 1;
for (int i = 0; i < xCount; i++)
{
for (int j = 0; j < yCount; j++)
{
if (j % 2 == 1 && i + 1 == xCount)
continue;
Vector3 worldPosition = bounds.min + new Vector3(i * pointInterval + (j % 2 == 0 ? 0 : pointInterval / 2), j * pointInterval / 2);
if (Physics2D.OverlapPoint(worldPosition, blockMask))
continue;
Node newNode = new Node(new Vector2Int(i, j), worldPosition);
nodes.Add(newNode.gridPosition, newNode);
}
}
for (int i = 0; i < xCount; i++)
{
for (int j = 0; j < yCount; j++)
{
List<Node> adj = new List<Node>();
Vector2Int pos = new Vector2Int(i, j);
if (!nodes.ContainsKey(pos))
continue;
Node node = nodes[pos];
if (nodes.ContainsKey(node.gridPosition + new Vector2Int(1, 0))) //Right
{
adj.Add(nodes[node.gridPosition + new Vector2Int(1, 0)]);
}
if (nodes.ContainsKey(node.gridPosition + new Vector2Int(-1, 0))) //Left
{
adj.Add(nodes[node.gridPosition + new Vector2Int(-1, 0)]);
}
if (nodes.ContainsKey(node.gridPosition + new Vector2Int(0, 2))) // Up
{
adj.Add(nodes[node.gridPosition + new Vector2Int(0, 2)]);
}
if (nodes.ContainsKey(node.gridPosition + new Vector2Int(0, -2))) // Down
{
adj.Add(nodes[node.gridPosition + new Vector2Int(0, -2)]);
}
if (nodes.ContainsKey(node.gridPosition + new Vector2Int(-1 + node.gridPosition.y % 2, 1))) //UpLeft
{
adj.Add(nodes[node.gridPosition + new Vector2Int(-1 + node.gridPosition.y % 2, 1)]);
}
if (nodes.ContainsKey(node.gridPosition + new Vector2Int(node.gridPosition.y % 2, 1))) //UpRight
{
adj.Add(nodes[node.gridPosition + new Vector2Int(node.gridPosition.y % 2, 1)]);
}
if (nodes.ContainsKey(node.gridPosition + new Vector2Int(-1 + node.gridPosition.y % 2, -1))) //DownLeft
{
adj.Add(nodes[node.gridPosition + new Vector2Int(-1 + node.gridPosition.y % 2, -1)]);
}
if (nodes.ContainsKey(node.gridPosition + new Vector2Int(node.gridPosition.y % 2, -1))) //DownRight
{
adj.Add(nodes[node.gridPosition + new Vector2Int(node.gridPosition.y % 2, -1)]);
}
node.adjacencies = adj;
nodes[pos] = node;
}
}
Debug.Log("Baking End");
}
public void ClearNodes()
{
nodes.Clear();
}
}
struct Node
{
public Node(Vector2Int gridPosition, Vector3 worldPositon)
{
this.gridPosition = gridPosition;
this.worldPositon = worldPositon;
adjacencies = null;
}
public Vector2Int gridPosition;
public Vector3 worldPositon;
public List<Node> adjacencies;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using BS;
[CustomEditor(typeof(NodalPathfinding2D))]
public class NodalPathfinding2DEditor : Editor
{
public override void OnInspectorGUI()
{
DrawDefaultInspector();
NodalPathfinding2D myTarget = (NodalPathfinding2D)target;
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{
myTarget.BakeNodes();
}
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