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https://github.com/Xevion/Paths.git
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general documentation improvements
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--- !u!1 &2092623184
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GameObject:
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@@ -609,8 +1492,8 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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--- !u!23 &2092623186
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MeshRenderer:
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@@ -3,12 +3,12 @@ using UnityEngine;
|
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namespace Algorithms {
|
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public class AStar : IPathfinding {
|
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public NodeGrid NodeGrid { get; private set; }
|
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public NodeGrid NodeGrid { get; }
|
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|
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private Stack<Node> _path;
|
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private List<Node> _openList;
|
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private List<Node> _closedList;
|
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public ChangeController ChangeController { get; private set; }
|
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public ChangeController ChangeController { get; }
|
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|
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public Vector2Int Start { get; private set; }
|
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public Vector2Int End { get; private set; }
|
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@@ -39,18 +39,22 @@ namespace Algorithms {
|
||||
_openList.Add(startNode);
|
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|
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while (_openList.Count != 0) {
|
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// take the first node out (lowest F score)
|
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current = _openList[0];
|
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_openList.RemoveAt(0);
|
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|
||||
// add it to closed list & mark
|
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current.State = NodeState.Closed;
|
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ChangeController.AddChange(new Change(
|
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current.Position.x, current.Position.y,
|
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GridNodeType.Expanded, GridNodeType.Seen));
|
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_closedList.Add(current);
|
||||
|
||||
// exit if this is the end node
|
||||
if (current.Position == endNode.Position)
|
||||
break;
|
||||
|
||||
// look at all adjacent nodes and add them to the open list if possible
|
||||
Node[] adjacentNodes = this.NodeGrid.GetAdjacentNodesArray(current);
|
||||
for (int i = 0; i < adjacentNodes.Length; i++) {
|
||||
Node node = adjacentNodes[i];
|
||||
@@ -60,6 +64,7 @@ namespace Algorithms {
|
||||
node.DistanceToTarget = NodeGrid.Manhattan(node, endNode);
|
||||
node.Cost = node.Weight + node.Parent.Cost;
|
||||
|
||||
// mark as open
|
||||
node.State = NodeState.Open;
|
||||
ChangeController.AddChange(new Change(node.Position.x, node.Position.y, GridNodeType.Seen,
|
||||
GridNodeType.Empty));
|
||||
@@ -95,6 +100,8 @@ namespace Algorithms {
|
||||
|
||||
/// <summary>
|
||||
/// Attempts to clean the NodeGrid of all edits made to heuristic values and such, fast.
|
||||
/// This is done by clearing the open and closed list, and for each node, resetting them (clearing heuristic
|
||||
/// values and setting state back to it's default).
|
||||
/// </summary>
|
||||
public void Cleanup() {
|
||||
while (_openList.Count > 0) {
|
||||
|
||||
@@ -37,8 +37,15 @@ namespace Algorithms {
|
||||
Width = this.Grid.GetLength(1);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns adjacent Node objects in each of the cardinal directions.
|
||||
/// Only valid nodes will be included. Invalid positions will return 0 nodes.
|
||||
/// </summary>
|
||||
/// <param name="node">The node from which adjacents will be found.</param>
|
||||
/// <returns>A length 4 or less list containing nodes.</returns>
|
||||
/// <seealso cref="GetAdjacentNodesArray"/>
|
||||
public List<Node> GetAdjacentNodesList(Node node) {
|
||||
List<Node> temp = new List<Node>();
|
||||
List<Node> temp = new List<Node>(4);
|
||||
|
||||
int col = node.Position.x;
|
||||
int row = node.Position.y;
|
||||
@@ -51,19 +58,29 @@ namespace Algorithms {
|
||||
return temp;
|
||||
}
|
||||
|
||||
public bool IsValid(Node node) {
|
||||
return IsValid(node.Position);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns True if a Vector2Int position is within the grid's boundaries.
|
||||
/// </summary>
|
||||
/// <param name="position">A Vector2Int coordinate position.</param>
|
||||
/// <returns>True if valid and real (a node with the same position exists).</returns>
|
||||
public bool IsValid(Vector2Int position) {
|
||||
return position.x >= 0 && position.y >= 0 && position.x < Width && position.y < Height;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a 1D Array describing the valid nearby nodes.
|
||||
/// Invalid nodes will be represented by null.
|
||||
/// Currently only returns nodes in cardinal directions (no diagonals).
|
||||
/// Only valid positions within the grid are returned.
|
||||
/// </summary>
|
||||
/// <param name="node">A valid position on the grid.</param>
|
||||
/// <returns>A 4 length array containing valid nodes in each of the cardinal directions.</returns>
|
||||
/// <seealso cref="GetAdjacentNodesList"/>
|
||||
public Node[] GetAdjacentNodesArray(Node node) {
|
||||
int col = node.Position.x;
|
||||
int row = node.Position.y;
|
||||
|
||||
return new [] {
|
||||
return new[] {
|
||||
row + 1 < Height ? Grid[col, row + 1] : null,
|
||||
row - 1 >= 0 ? Grid[col, row - 1] : null,
|
||||
col - 1 >= 0 ? Grid[col - 1, row] : null,
|
||||
@@ -159,10 +176,10 @@ namespace Algorithms {
|
||||
// Start / End node addition
|
||||
if (start.HasValue)
|
||||
nodeTypeGrid[start.Value.x, start.Value.y] = GridNodeType.Start;
|
||||
|
||||
|
||||
if (end.HasValue)
|
||||
nodeTypeGrid[end.Value.x, end.Value.y] = GridNodeType.End;
|
||||
|
||||
|
||||
return nodeTypeGrid;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,4 +1,8 @@
|
||||
public readonly struct Change {
|
||||
/// <summary>
|
||||
/// A Change struct represents a Change in the grid's rendering.
|
||||
/// This struct remembers the original and new GridNodeType, the time it was recorded and of course the relevant position.
|
||||
/// </summary>
|
||||
public readonly struct Change {
|
||||
public readonly int X;
|
||||
public readonly int Y;
|
||||
public readonly GridNodeType New;
|
||||
|
||||
@@ -9,16 +9,16 @@ public class ChangeController {
|
||||
private readonly GridNodeType[,] _initial;
|
||||
public GridNodeType[,] Current { get; private set; }
|
||||
public bool[,] DirtyFlags { get; private set; }
|
||||
public int Index { get; private set; }
|
||||
public int CurrentChangeIndex { get; private set; }
|
||||
private readonly List<Change> _changes;
|
||||
public int Count => _changes.Count;
|
||||
public Change CurrentChange => _changes[Index];
|
||||
public double CurrentRuntime => _changes[Index].Time - _changes[0].Time;
|
||||
public Change CurrentChange => _changes[CurrentChangeIndex];
|
||||
public double CurrentRuntime => _changes[CurrentChangeIndex].Time - _changes[0].Time;
|
||||
|
||||
public ChangeController(GridNodeType[,] initial) {
|
||||
_initial = initial;
|
||||
Current = initial;
|
||||
Index = -1;
|
||||
CurrentChangeIndex = -1;
|
||||
_changes = new List<Change>();
|
||||
DirtyFlags = new bool[initial.GetLength(0), initial.GetLength(1)];
|
||||
SetDirty();
|
||||
@@ -73,7 +73,7 @@ public class ChangeController {
|
||||
throw new ArgumentOutOfRangeException(nameof(n));
|
||||
|
||||
for (int i = 0; i < n; i++) {
|
||||
Change cur = _changes[++Index];
|
||||
Change cur = _changes[++CurrentChangeIndex];
|
||||
Current[cur.X, cur.Y] = cur.New;
|
||||
SetDirty(new Vector2Int(cur.X, cur.Y));
|
||||
}
|
||||
@@ -88,11 +88,11 @@ public class ChangeController {
|
||||
if (n < 0)
|
||||
throw new ArgumentOutOfRangeException(nameof(n));
|
||||
|
||||
if (n > 5 && Index - n == 0)
|
||||
if (n > 5 && CurrentChangeIndex - n == 0)
|
||||
Reset(); // resetting by copying values instead of mutating might be easier.
|
||||
else {
|
||||
for (int i = 0; i < n; i++) {
|
||||
Change cur = _changes[Index--]; // post decrement as we apply the current Change's old, not the previous
|
||||
Change cur = _changes[CurrentChangeIndex--]; // post decrement as we apply the current Change's old, not the previous
|
||||
Current[cur.X, cur.Y] = cur.Old;
|
||||
SetDirty(new Vector2Int(cur.X, cur.Y));
|
||||
}
|
||||
@@ -124,7 +124,7 @@ public class ChangeController {
|
||||
$"Cannot move to change index {index}. Only indexes from 0 to {_changes.Count - 1} are valid.");
|
||||
|
||||
// diff & move to
|
||||
int diff = index - Index;
|
||||
int diff = index - CurrentChangeIndex;
|
||||
if (diff != 0)
|
||||
// prefer resetting if index is 0 and it needs to move at least some.
|
||||
if (index == 0 && diff > 5)
|
||||
|
||||
@@ -1,7 +1,13 @@
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.UI;
|
||||
|
||||
/// <summary>
|
||||
/// A simple custom slider implementation that adds a single boolean field; IsPressed.
|
||||
/// </summary>
|
||||
public class CustomSlider: Slider {
|
||||
/// <summary>
|
||||
/// Whether or not the Slider is currently being pressed on by the Left Click mouse button.
|
||||
/// </summary>
|
||||
public new bool IsPressed { get; private set; }
|
||||
|
||||
public override void OnPointerDown(PointerEventData eventData)
|
||||
|
||||
@@ -29,6 +29,7 @@ public class GridController : MonoBehaviour {
|
||||
|
||||
private void Start() {
|
||||
_values = new int[width * height];
|
||||
// TODO: Decide at some point how to improve how the ComputerBuffer's size is allocated.
|
||||
_buffer = new ComputeBuffer((int) Mathf.Pow(2048, 2), 4);
|
||||
|
||||
// Update all Shader properties
|
||||
|
||||
@@ -156,6 +156,7 @@ public class UIController : MonoBehaviour {
|
||||
_animationState = AnimationState.Started;
|
||||
break;
|
||||
case AnimationState.Started:
|
||||
// Restart if already on final frame, else simply pause
|
||||
if (CurrentIndex >= _state.Count)
|
||||
_runtime = 0;
|
||||
else
|
||||
@@ -170,6 +171,7 @@ public class UIController : MonoBehaviour {
|
||||
|
||||
switch (_animationState) {
|
||||
case AnimationState.Reloading:
|
||||
// Reloading seizes while the mouse button is depressed
|
||||
if (!Input.GetMouseButton(0)) {
|
||||
GeneratePath();
|
||||
LoadNextState();
|
||||
@@ -195,6 +197,7 @@ public class UIController : MonoBehaviour {
|
||||
LoadNextState();
|
||||
break;
|
||||
case AnimationState.Stopped:
|
||||
// Render editable grid when fully stopped
|
||||
gridController.LoadGridState(_grid.RenderNodeTypes(_start, _end));
|
||||
break;
|
||||
case AnimationState.Paused:
|
||||
@@ -236,7 +239,7 @@ public class UIController : MonoBehaviour {
|
||||
/// </summary>
|
||||
/// <returns>A positive non-zero float representing how fast the current frame should be processed.</returns>
|
||||
private float CurrentMultiplier() {
|
||||
if (_state.Index == -1)
|
||||
if (_state.CurrentChangeIndex == -1)
|
||||
return 1;
|
||||
|
||||
switch (_state.CurrentChange.New) {
|
||||
|
||||
Reference in New Issue
Block a user