Files
Paths/Paths/Assets/Scripts/Manager.cs

191 lines
6.7 KiB
C#

using System;
using System.Collections.Generic;
using Algorithms;
using LevelGeneration;
using TMPro;
using UnityEditor;
using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// The primary controller of the entire application, managing state, events and sending commands
/// </summary>
public class Manager : MonoBehaviour {
private IPathfinding _algorithm;
private ChangeController _state;
private int _curIndex;
private Stack<Node> _path;
private float _runtime;
public float speed;
public float clampIncrement;
public bool moving = true;
public Camera mainCamera;
public GameObject gridObject;
public GridController gridController;
public TextMeshPro debugText;
public Slider progressSlider;
private float? _moveTo;
private bool _allowPausing = true;
private int CurrentIndex {
get => (int) _runtime;
set => _runtime = value;
}
public void Start() {
GeneratePath();
Resize();
progressSlider.onValueChanged.AddListener((value) => MoveToSlider(value));
}
/// <summary>
/// Update the animation progress to the slider's (new) position.
/// </summary>
/// <param name="new">The new position on the slider.</param>
private void MoveToSlider(float @new) {
_runtime = @new * _state.Count;
}
Vector2 GetGridPosition(Vector3 worldPosition, Vector3 scale) {
Vector2 gridPosition = (worldPosition + (scale / 2f)) / new Vector2(scale.x, scale.y);
gridPosition = new Vector2Int(
(int) (gridPosition.x * gridController.width),
(int) (gridPosition.y * gridController.height));
return gridPosition;
}
Vector3 GetWorldPosition(Vector2 gridPosition, Vector3 scale) {
Vector2 bottomLeft = gridObject.transform.position - (scale / 2f);
Vector2 singleSquare = new Vector2(scale.x / gridController.width, scale.y / gridController.height);
Vector2 worldPosition = bottomLeft + (singleSquare * gridPosition) + (singleSquare / 2f);
return worldPosition;
}
public void OnDrawGizmos() {
Vector3 mouse = mainCamera.ScreenToWorldPoint(Input.mousePosition);
var localScale = gridObject.transform.localScale;
Vector2 gridPosition = GetGridPosition(mouse, localScale);
var style = new GUIStyle();
style.normal.textColor = Color.blue;
Gizmos.color = Color.blue;
var mouseWorldPosition = new Vector3(
(gridPosition.x / gridController.width * 10) - (localScale.x / 2f),
(gridPosition.y / gridController.height * 10) - (localScale.y / 2f),
mouse.z
);
// Gizmos.DrawCube(GetWorldPosition(gridPosition, localScale), Vector3.one / 5f);
Gizmos.DrawWireCube(GetWorldPosition(gridPosition, localScale), localScale / gridController.Size);
Handles.Label(mouse, $"({gridPosition.x} {gridPosition.y})\n{mouse.x:F} {mouse.y:F}", style);
}
/// <summary>
/// Returns the current time multiplier, based on the latest change in the path.
/// </summary>
/// <returns>A positive non-zero float representing how fast the current frame should be processed.</returns>
private float CurrentMultiplier() {
if (_state.Index == -1)
return 1;
switch (_state.CurrentChange.New) {
case GridNodeType.Path:
return 1 / 5f;
case GridNodeType.Empty:
break;
case GridNodeType.Wall:
break;
case GridNodeType.Start:
break;
case GridNodeType.End:
break;
case GridNodeType.Seen:
break;
case GridNodeType.Expanded:
break;
default:
throw new ArgumentOutOfRangeException();
}
return 1;
}
public void Update() {
// Toggle pause with space
if (_allowPausing && Input.GetKeyDown(KeyCode.Space)) {
moving = !moving;
}
// Increment index if unpaused and not clicking (implying slider may be interacted with)
if (moving && !Input.GetMouseButton(0)) {
var increment = Time.deltaTime * speed * CurrentMultiplier();
if (clampIncrement > 0)
increment = Mathf.Clamp(increment, 0, _state.Count * Time.deltaTime / clampIncrement);
_runtime += increment;
}
// Load next state in grid or update text
if (CurrentIndex < _state.Count)
LoadNextState();
else {
// No new states to load, generate new grid
GeneratePath();
}
// Update progress slider silently
progressSlider.SetValueWithoutNotify(_runtime / _state.Count);
}
/// <summary>
/// Generates a new grid and runs pathfinding.
/// </summary>
private void GeneratePath() {
CurrentIndex = 0;
var nodeGrid = new NodeGrid(gridController.width, gridController.height);
Vector2Int start = nodeGrid.RandomPosition();
// Vector2Int start = new Vector2Int(30, 30);
Vector2Int end = nodeGrid.RandomPosition();
nodeGrid.ApplyGenerator(new RandomPlacement(0.3f, true, true));
nodeGrid.GetNode(start).Walkable = true;
nodeGrid.GetNode(end).Walkable = true;
_algorithm = new AStar(nodeGrid);
_path = _algorithm.FindPath(start, end);
_state = _algorithm.ChangeController;
}
/// <summary>
/// Loads the appropriate grid state into the shader via the ChangeController instance.
/// </summary>
private void LoadNextState() {
_state.MoveTo(CurrentIndex);
gridController.LoadDirtyGridState(_state.Current, _state.DirtyFlags);
string pathCount = _path != null ? $"{_path.Count}" : "N/A";
debugText.text = $"{_state.CurrentRuntime * 1000.0:F1}ms\n" +
$"{this.CurrentIndex:000} / {_state.Count:000}\n" +
$"Path: {pathCount} tiles";
}
/// <summary>
/// Scales the GridController GameObject to fit within the Camera
/// </summary>
private void Resize() {
float ratioImage = (float) gridController.width / gridController.height;
float ratioScreen = mainCamera.aspect;
var orthographicSize = mainCamera.orthographicSize;
var image = new Vector2(gridController.width, gridController.height);
var screen = new Vector2(2 * orthographicSize * mainCamera.aspect, orthographicSize * 2);
gridObject.transform.localScale = ratioScreen > ratioImage
? new Vector3(image.x * screen.y / image.y, screen.y, 0.001f)
: new Vector3(screen.x, image.y * screen.x / image.x, 0.001f);
}
}