mirror of
https://github.com/Xevion/Paths.git
synced 2025-12-06 15:15:51 -06:00
overall fixes to classes, final removal of Manager, docs, CustomSlider new keyword, IPathfinding interface Cleanup() func, GridController positioning amendments
This commit is contained in:
@@ -1,5 +1,4 @@
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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namespace Algorithms {
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@@ -15,7 +14,7 @@ namespace Algorithms {
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public Vector2Int End { get; private set; }
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public AStar(NodeGrid nodeGrid) {
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this.NodeGrid = nodeGrid;
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NodeGrid = nodeGrid;
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ChangeController = new ChangeController(nodeGrid.RenderNodeTypes());
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}
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@@ -78,7 +77,7 @@ namespace Algorithms {
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return null;
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}
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// Fix start position being overriden
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// Fix start and end position being overriden
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ChangeController.RemovePositions(start, 1);
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// if all good, return path
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@@ -86,7 +85,8 @@ namespace Algorithms {
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if (temp == null) return null;
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do {
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_path.Push(temp);
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ChangeController.AddChange(new Change(temp.Position.x, temp.Position.y, GridNodeType.Path, GridNodeType.Expanded));
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ChangeController.AddChange(new Change(temp.Position.x, temp.Position.y, GridNodeType.Path,
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GridNodeType.Expanded));
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temp = temp.Parent;
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} while (temp != null && !temp.Equals(startNode));
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@@ -64,7 +64,7 @@ public class ChangeController {
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/// <summary>
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/// Move the ChangeController's current index forward by index.
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/// Move the ChangeController's current index forward by a certain number of times.
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/// Positive values only, wil only result in forward movement (if any).
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/// </summary>
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/// <param name="n">The number of times to move forward.</param>
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@@ -80,7 +80,7 @@ public class ChangeController {
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}
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/// <summary>
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/// Move the ChangeController's current index backward by index.
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/// Move the ChangeController's current index backward by a certain number of times.
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/// Positive values only, will only result in backward movement (if any).
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/// </summary>
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/// <param name="n">The number of times to move backward.</param>
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@@ -2,7 +2,7 @@
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using UnityEngine.UI;
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public class CustomSlider: Slider {
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public bool IsPressed { get; private set; }
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public new bool IsPressed { get; private set; }
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public override void OnPointerDown(PointerEventData eventData)
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{
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@@ -141,9 +141,9 @@ public class GridController : MonoBehaviour {
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public Vector2Int GetGridPosition(Vector3 worldPosition) {
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Vector3 localScale = transform.localScale;
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Vector2 gridPosition = (worldPosition + (localScale / 2f)) / new Vector2(localScale.x, localScale.y);
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return new Vector2Int(
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return Size - new Vector2Int(
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(int) (gridPosition.x * width),
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(int) (gridPosition.y * height)) - Size - Vector2Int.one;
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(int) (gridPosition.y * height)) - Vector2Int.one;
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}
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/// <summary>
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@@ -154,9 +154,9 @@ public class GridController : MonoBehaviour {
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public Vector3 GetWorldPosition(Vector2Int gridPosition) {
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Transform ttransform = transform;
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Vector3 localScale = ttransform.localScale;
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Vector2 bottomLeft = ttransform.position - (localScale / 2f);
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Vector2 topRight = ttransform.position + (localScale / 2f);
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var singleSquare = new Vector2(localScale.x / width, localScale.y / height);
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Vector2 worldPosition = bottomLeft + (singleSquare * gridPosition) + (singleSquare / 2f);
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Vector2 worldPosition = topRight - (singleSquare * (gridPosition + Vector2Int.one)) + (singleSquare / 2f);
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return worldPosition;
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}
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}
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@@ -17,4 +17,5 @@ public interface IPathfinding {
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Vector2Int Start { get; }
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Vector2Int End { get; }
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ChangeController ChangeController { get; }
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void Cleanup();
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}
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@@ -1,180 +0,0 @@
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using System;
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using System.Collections.Generic;
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using Algorithms;
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using LevelGeneration;
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using TMPro;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.UI;
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/// <summary>
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/// The primary controller of the entire application, managing state, events and sending commands
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/// </summary>
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public class Manager : MonoBehaviour {
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private IPathfinding _algorithm;
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private ChangeController _state;
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private int _curIndex;
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private Stack<Node> _path;
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private float _runtime;
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public float speed;
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public float clampIncrement;
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public bool moving = true;
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public Camera mainCamera;
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public GameObject gridObject;
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public GridController gridController;
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public TextMeshPro debugText;
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public Slider progressSlider;
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private float? _moveTo;
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private int CurrentIndex {
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get => (int) _runtime;
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set => _runtime = value;
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}
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public void Start() {
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GeneratePath();
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Resize();
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progressSlider.onValueChanged.AddListener((value) => MoveToSlider(value));
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}
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/// <summary>
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/// Update the animation progress to the slider's (new) position.
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/// </summary>
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/// <param name="new">The new position on the slider.</param>
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private void MoveToSlider(float @new) {
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_runtime = @new * _state.Count;
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}
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public void OnDrawGizmos() {
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if (!Application.isPlaying) return;
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Vector3 mouse = mainCamera.ScreenToWorldPoint(Input.mousePosition);
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Vector3 localScale = gridObject.transform.localScale;
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Vector2Int gridPosition = GetGridPosition(mouse, localScale);
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Vector2Int realGridPosition = gridController.Size - gridPosition - Vector2Int.one;
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var style = new GUIStyle();
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style.normal.textColor = Color.blue;
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Gizmos.color = Color.blue;
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Gizmos.DrawWireCube(GetWorldPosition(gridPosition, localScale), localScale / (Vector2) gridController.Size);
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Handles.Label(mouse, String.Format("{0}{1}",
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gridPosition,
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_algorithm.NodeGrid.IsValid(gridPosition)
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? $"\n{_state.Current[realGridPosition.x, realGridPosition.y]}"
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: ""
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), style);
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}
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/// <summary>
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/// Returns the current time multiplier, based on the latest change in the path.
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/// </summary>
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/// <returns>A positive non-zero float representing how fast the current frame should be processed.</returns>
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private float CurrentMultiplier() {
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if (_state.Index == -1)
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return 1;
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switch (_state.CurrentChange.New) {
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case GridNodeType.Path:
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return 1 / 5f;
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case GridNodeType.Empty:
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break;
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case GridNodeType.Wall:
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break;
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case GridNodeType.Start:
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break;
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case GridNodeType.End:
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break;
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case GridNodeType.Seen:
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break;
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case GridNodeType.Expanded:
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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return 1;
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}
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public void Update() {
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// Toggle pause with space
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if (Input.GetKeyDown(KeyCode.Space)) {
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moving = !moving;
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}
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if (Input.GetKeyDown(KeyCode.G)) {
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GeneratePath();
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return;
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}
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// Increment index if unpaused and not clicking (implying slider may be interacted with)
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if (moving && !Input.GetMouseButton(0)) {
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var increment = Time.deltaTime * speed * CurrentMultiplier();
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if (clampIncrement > 0)
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increment = Mathf.Clamp(increment, 0, _state.Count * Time.deltaTime / clampIncrement);
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_runtime += increment;
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}
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// Load next state in grid or update text
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if (CurrentIndex < _state.Count)
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LoadNextState();
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// Update progress slider silently
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progressSlider.SetValueWithoutNotify(_runtime / _state.Count);
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}
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/// <summary>
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/// Generates a new grid and runs pathfinding.
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/// </summary>
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private void GeneratePath() {
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CurrentIndex = 0;
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var nodeGrid = new NodeGrid(gridController.width, gridController.height);
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// Vector2Int start = nodeGrid.RandomPosition();
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Vector2Int start = new Vector2Int(3, 6);
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Vector2Int end = nodeGrid.RandomPosition();
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nodeGrid.ApplyGenerator(new RandomPlacement(0.3f, true, true));
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nodeGrid.GetNode(start).Walkable = true;
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nodeGrid.GetNode(end).Walkable = true;
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_algorithm = new AStar(nodeGrid);
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_path = _algorithm.FindPath(start, end);
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_state = _algorithm.ChangeController;
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}
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/// <summary>
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/// Loads the appropriate grid state into the shader via the ChangeController instance.
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/// </summary>
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private void LoadNextState() {
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_state.MoveTo(Math.Max(1, CurrentIndex)); // use Math.max to ensure both start/end nodes are always rendered
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gridController.LoadDirtyGridState(_state.Current, _state.DirtyFlags);
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string pathCount = _path != null ? $"{_path.Count}" : "N/A";
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debugText.text = $"{_state.CurrentRuntime * 1000.0:F1}ms\n" +
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$"{this.CurrentIndex:000} / {_state.Count:000}\n" +
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$"Path: {pathCount} tiles";
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}
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/// <summary>
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/// Scales the GridController GameObject to fit within the Camera
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/// </summary>
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private void Resize() {
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float ratioImage = (float) gridController.width / gridController.height;
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float ratioScreen = mainCamera.aspect;
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var orthographicSize = mainCamera.orthographicSize;
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var image = new Vector2(gridController.width, gridController.height);
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var screen = new Vector2(2 * orthographicSize * mainCamera.aspect, orthographicSize * 2);
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gridObject.transform.localScale = ratioScreen > ratioImage
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? new Vector3(image.x * screen.y / image.y, screen.y, 0.001f)
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: new Vector3(screen.x, image.y * screen.x / image.x, 0.001f);
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}
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}
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@@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: ca142250b9964eb1adf66ac7c5cc3e3e
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 300
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,9 +1,9 @@
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using System;
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using System.Collections.Generic;
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using Algorithms;
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using TMPro;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.UI;
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/// <summary>
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@@ -39,7 +39,9 @@ public class UIController : MonoBehaviour {
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// UI & important App references
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public CustomSlider progressSlider;
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public GridController gridController;
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public Manager manager;
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public Camera mainCamera;
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public TextMeshPro debugText;
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public GameObject gridObject;
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// Animation State, Click Management
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private Vector2Int _lastClickLocation;
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@@ -72,13 +74,13 @@ public class UIController : MonoBehaviour {
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_end = _grid.RandomPosition();
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_runtime = 0;
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manager.Resize();
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Resize();
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progressSlider.onValueChanged.AddListener((value) => MoveToSlider(value));
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}
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private void Update() {
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if (Input.GetMouseButton(0)) {
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Vector3 worldMouse = manager.mainCamera.ScreenToWorldPoint(Input.mousePosition);
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Vector3 worldMouse = mainCamera.ScreenToWorldPoint(Input.mousePosition);
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Vector2Int position = gridController.GetGridPosition(worldMouse);
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// Initial click, remember what they clicked
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@@ -224,7 +226,7 @@ public class UIController : MonoBehaviour {
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gridController.LoadDirtyGridState(_state.Current, _state.DirtyFlags);
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string pathCount = _path != null ? $"{_path.Count}" : "N/A";
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manager.debugText.text = $"{_state.CurrentRuntime * 1000.0:F1}ms\n" +
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debugText.text = $"{_state.CurrentRuntime * 1000.0:F1}ms\n" +
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$"{CurrentIndex + 1:000} / {_state.Count:000}\n" +
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$"Path: {pathCount} tiles";
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}
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@@ -262,8 +264,8 @@ public class UIController : MonoBehaviour {
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public void OnDrawGizmos() {
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if (!Application.isPlaying) return;
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Vector3 mouse = manager.mainCamera.ScreenToWorldPoint(Input.mousePosition);
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Vector3 localScale = manager.gridObject.transform.localScale;
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Vector3 mouse = mainCamera.ScreenToWorldPoint(Input.mousePosition);
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Vector3 localScale = gridObject.transform.localScale;
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Vector2Int gridPosition = gridController.GetGridPosition(mouse);
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var style = new GUIStyle();
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@@ -287,4 +289,20 @@ public class UIController : MonoBehaviour {
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if (_state != null)
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_runtime = @new * _state.Count;
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}
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/// <summary>
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/// Scales the GridController GameObject to fit within the Camera
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/// </summary>
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public void Resize() {
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float ratioImage = (float) gridController.width / gridController.height;
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float ratioScreen = mainCamera.aspect;
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var orthographicSize = mainCamera.orthographicSize;
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var image = new Vector2(gridController.width, gridController.height);
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var screen = new Vector2(2 * orthographicSize * mainCamera.aspect, orthographicSize * 2);
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gridObject.transform.localScale = ratioScreen > ratioImage
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? new Vector3(image.x * screen.y / image.y, screen.y, 0.001f)
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: new Vector3(screen.x, image.y * screen.x / image.x, 0.001f);
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}
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}
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