Files
Paths/Paths/Assets/Scripts/UIController.cs

313 lines
12 KiB
C#

using System;
using System.Collections.Generic;
using Algorithms;
using TMPro;
using UnityEditor;
using UnityEngine;
/// <summary>
/// Denotes what the user clicked and is now modifying.
/// Add/Remove is for wall addition/removal, Start and End is for dragging the Start and End nodes around.
/// </summary>
public enum ClickType {
Add,
Remove,
Start,
End,
ProgressBar
}
/// <summary>
/// Denotes the precise state of the animation as the user clicks, stops or starts it.
/// Stopped is a full stop, allowing editing and manipulation. The path will not be shown or generated.
/// Started is fully engaged when the user is not currently editing or manipulating.
/// Reloading occurs when the user manipulates the grid while the program is
/// </summary>
public enum AnimationState {
Stopped,
Paused,
Started,
Reloading
}
/// <summary>
/// A expansive class that controls all UI interactions including grid modifications, slider movement, tool usage etc.
/// All UI elements are referenced and controlled here.
/// </summary>
public class UIController : MonoBehaviour {
// UI & important App references
public CustomSlider progressSlider;
public GridController gridController;
public Camera mainCamera;
public TextMeshPro debugText;
public GameObject gridObject;
// Animation State, Click Management
private Vector2Int _lastClickLocation;
private ClickType _modify;
private AnimationState _animationState;
private AnimationState _previousAnimationState;
private bool EditShouldReload =>
_animationState == AnimationState.Started;
// Grid State & Pathfinding
private NodeGrid _grid;
private Vector2Int _start;
private Vector2Int _end;
private IPathfinding _algorithm;
private Stack<Node> _path;
private ChangeController _state;
// Animation speed & indexing
public float clampIncrement;
private float _runtime;
public int CurrentIndex => (int) Math.Ceiling(_runtime);
public float speed;
private void Start() {
_grid = new NodeGrid(gridController.width, gridController.height);
_animationState = AnimationState.Stopped;
_previousAnimationState = _animationState;
_start = _grid.RandomPosition();
_end = _grid.RandomPosition();
_runtime = 0;
Resize();
progressSlider.onValueChanged.AddListener((value) => MoveToSlider(value));
}
private void Update() {
if (Input.GetMouseButton(0)) {
Vector3 worldMouse = mainCamera.ScreenToWorldPoint(Input.mousePosition);
Vector2Int position = gridController.GetGridPosition(worldMouse);
// Initial click, remember what they clicked
if (Input.GetMouseButtonDown(0)) {
if (progressSlider.IsPressed)
_modify = ClickType.ProgressBar;
else if (position == _start)
_modify = ClickType.Start;
else if (position == _end)
_modify = ClickType.End;
else {
Node node = _grid.GetNode(position);
_modify = node.Walkable ? ClickType.Add : ClickType.Remove;
node.Walkable = !node.Walkable;
if (_animationState == AnimationState.Paused)
_animationState = AnimationState.Stopped;
else if (_animationState == AnimationState.Started)
_animationState = AnimationState.Reloading;
}
_lastClickLocation = position;
}
else {
// If still holding down the button & the latest movement is over a new grid
if (_lastClickLocation != position) {
_lastClickLocation = position;
if (_grid.IsValid(position)) {
Node node = _grid.GetNode(position);
switch (_modify) {
// regular clicking toggles walls
// Note: Wall toggling instantly reloads, but only real start/end node movement reloads.
case ClickType.Add:
node.Walkable = false;
if (EditShouldReload)
_animationState = AnimationState.Reloading;
break;
case ClickType.Remove:
node.Walkable = true;
if (EditShouldReload)
_animationState = AnimationState.Reloading;
break;
case ClickType.Start:
if (node.Walkable) {
_start = position;
if (EditShouldReload)
_animationState = AnimationState.Reloading;
}
break;
case ClickType.End:
if (node.Walkable) {
_end = position;
if (EditShouldReload)
_animationState = AnimationState.Reloading;
}
break;
case ClickType.ProgressBar:
break;
default:
throw new ArgumentOutOfRangeException();
}
}
}
}
}
// Handle user start/stopping
if (Input.GetKeyDown(KeyCode.Space)) {
switch (_animationState) {
case AnimationState.Stopped:
_animationState = AnimationState.Reloading;
break;
case AnimationState.Paused:
_animationState = AnimationState.Started;
break;
case AnimationState.Started:
// Restart if already on final frame, else simply pause
if (CurrentIndex >= _state.Count)
_runtime = 0;
else
_animationState = AnimationState.Paused;
break;
case AnimationState.Reloading:
break;
default:
throw new ArgumentOutOfRangeException();
}
}
switch (_animationState) {
case AnimationState.Reloading:
// Reloading seizes while the mouse button is depressed
if (!Input.GetMouseButton(0)) {
GeneratePath();
LoadNextState();
_animationState = AnimationState.Started;
}
else
gridController.LoadGridState(_grid.RenderNodeTypes(_start, _end));
progressSlider.SetValueWithoutNotify(_runtime / _state.Count);
break;
case AnimationState.Started:
// Calculate how much to move forward
if (!progressSlider.IsPressed) {
var increment = Time.deltaTime * speed * CurrentMultiplier();
if (clampIncrement > 0)
increment = Mathf.Clamp(increment, 0, _state.Count * Time.deltaTime / clampIncrement);
_runtime += increment;
}
progressSlider.SetValueWithoutNotify(_runtime / _state.Count);
if (_runtime < _state.Count)
LoadNextState();
break;
case AnimationState.Stopped:
// Render editable grid when fully stopped
gridController.LoadGridState(_grid.RenderNodeTypes(_start, _end));
break;
case AnimationState.Paused:
if (_runtime < _state.Count)
LoadNextState();
break;
default:
throw new ArgumentOutOfRangeException();
}
if (_animationState != _previousAnimationState) {
Debug.Log($"Animation State {_previousAnimationState} -> {_animationState}");
_previousAnimationState = _animationState;
}
}
private void GeneratePath() {
_algorithm?.Cleanup(); // cleanup algorithm's edits to node grid
_runtime = 0f;
_algorithm = new AStar(_grid);
_path = _algorithm.FindPath(_start, _end);
_state = _algorithm.ChangeController;
}
private void LoadNextState() {
// Move to the new calculated index
_state.MoveTo(Mathf.Clamp(CurrentIndex, 1, _state.Count - 1)); // use Math.max to ensure both start/end nodes are always rendered
gridController.LoadDirtyGridState(_state.Current, _state.DirtyFlags);
string pathCount = _path != null ? $"{_path.Count}" : "N/A";
debugText.text = $"{_state.CurrentRuntime * 1000.0:F1}ms\n" +
$"{CurrentIndex:000} / {_state.Count:000}\n" +
$"Path: {pathCount} tiles";
}
/// <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.CurrentChangeIndex == -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 OnDrawGizmos() {
if (!Application.isPlaying) return;
Vector3 mouse = mainCamera.ScreenToWorldPoint(Input.mousePosition);
Vector3 localScale = gridObject.transform.localScale;
Vector2Int gridPosition = gridController.GetGridPosition(mouse);
var style = new GUIStyle();
style.normal.textColor = Color.blue;
Gizmos.color = Color.blue;
Gizmos.DrawWireCube(gridController.GetWorldPosition(gridPosition), localScale / (Vector2) gridController.Size);
Handles.Label(mouse, String.Format("{0}{1}",
gridPosition,
_algorithm != null && _algorithm.NodeGrid.IsValid(gridPosition)
? $"\n{_state.Current[gridPosition.x, gridPosition.y]}"
: ""
), style);
}
/// <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) {
if (_state != null)
_runtime = @new * _state.Count;
}
/// <summary>
/// Scales the GridController GameObject to fit within the Camera
/// </summary>
public 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);
}
}